Dungeon Twister: Terres de Glace
Dungeon Twister: Terres de Glace Rulebook
Table of Contents
Table of Contents
- Ranged Combat
- Cursed Objects
- Characters
- Lightning Elemental (Elémentaire de Foudre) (4/1) - (Flying, Elemental)
- Ice Elemental (Elémentaire de Glace) (4/1) - (Elemental, Aquatic)
- Werewolf (Loup-garou) (4/2) or (4/4) - (Beast, Regeneration)
- Mammoth (Mammouth) (2/4) - (Beast, Break Portcullis)
- Ice Dragon (Dragon de Glace) (2/5) - (Prestigious)
- Beast Master (Maître des bêtes) (4/2)
- Ice Witch (Sorcière des glaces) (5/1) - (Magic user)
- Yeti (Yeti) (3/3) - (Beast)
- Items
- Terrain
- Snowy Ground (Sol enneigé)
- Ice Mirror (Miroir de glace)
- Ice Slope (Pente de glace)
- Arrow-Slit (Meurtrière)
- Fountain of Youth (Fontaine de Jouvence) - (Magic, 3D obstacle)
- Mist (Brume)
- Trees (Arbres) - (3D obstacle)
- Water (Eau) - (Obstacle)
- Crevasse (Rift) - (Obstacle)
- Small Wooden Bridge (Petit pont de bois)
- Wall Sconce (Torche murale)
Ranged Combat
The Lightning Elemental can initiate ranged combat for 1AP. He can attack the first target in his line of sight at any distance (like a Fireball). The combat is resolved exactly as a normal combat, but the Lightning Elemental doesn't become wounded if he loses the combat (even if his opponent is capable of ranged combat). The combat value of his attack is 1. This value can not be modified by any character ability, object or terrain.
Objects that modify the defense of the target are taken into account normally (Armor, Sylvan Shield, Ring of Weakness).
The target's defensive abilities are also taken into account (for example: Water & Fire Elementals still gain a +1 combat bonus if they are located at their favorable terrain).
Character abilities that affect a close combat are non-applicable during ranged combat (example: Berserker, General, Assassin, Samurai, Mummy, e.t.c.).
The Lightning Elemental can not initiate ranged combat if he is adjacent to an unwounded enemy or adjacent to his target.
He can participate in an attacking group combat using ranged combat (even if another attacking character also participates in the same group combat with ranged combat). It only costs 1 AP for the group combat (the Lightning Elemental doesn't have to spend 1AP). Add the Combat value of all the attacking characters plus the Lightning Elemental's combat value (1) and play a combat card as usual.
A Lightning Elemental can not participate in a group combat using ranged combat as a defender (he can still participate in group combat normally if he is adjacent to the combat).
Ranged combat is considered an attack (so you can not target a character already wounded this turn).
The Crossbow also allows a character carrying it to initiate ranged combat.
Cursed Objects
When revealing rooms, cursed objects are always positioned in the room by their controlling player. They can be placed on normal ground squares, on a rotation mechanism, or on the Sacred Tomb like the rest of the objects.
Each character entering a square with a cursed object must take it and keep it until he is killed. If he is already carrying an object he must drop it before he enters the square with the cursed object. If a character carrying a cursed object is killed in close combat one of the winning characters must take the cursed object and place it in his square for 0AP. If he already carries an object then he must exchange it with the cursed object.
A character carrying a cursed object can not enter or pushed into a water square.
Cursed objects are magic, so they are ineffective in the Anti-magic room or adjacent to Magophage, and a character isn't effected by a cursed object in these locations. A Magophage can carry or drop cursed objects freely.
Characters
Lightning Elemental (Elémentaire de Foudre) (4/1) - (Flying, Elemental)
- The Lightning Elemental is a flyer.
- The Lightning Elemental can initiate Range Combat in his line of sight (like an Archer Elf) for 1AP, without limit per turn. The Combat value of this attack is 1 (see Ranged Combat rules).
- The Elemental Lightning can support a Combat Group distance attack. It can not not support a fight started at a distance free.
- The Lightning Elemental is not injured during a fight at a distance if the attack and loses fight (even against another fighter distance).
- The Elemental Lightning can participate in a Combat Group distance attack, even if a other shooter's team is already at a distance. The target extends the chain of combat "distance" the same as would be the body to body (ie a wounded can not be taken targeted in this way if another is injured target trigger combat).
- The Lightning Elemental (alive or wounded) dies instantly if he enters a water square (and he doesn't fly). He can't recover a wounded character in the water.
Ice Elemental (Elémentaire de Glace) (4/1) - (Elemental, Aquatic)
- The Ice Elemental gets +1 in combat (attack and defense) when he is located in snowy ground, even if he is wounded.
- The Ice Elemental moves in water squares as if it was snowy ground.
- An unwounded Ice Elemental entering a water square turns it into ice. Place an Ice marker on this square. These Ice squares are now considered snowy ground. A character can cross or stop on an Ice square as if it was a normal floor square. A water square in Mist turns into an Ice square without Mist.
- The Ice Elemental can't carry an object into water even though he converts the water square to ice.
- A character carrying a Torch or a Fire Elemental can melt an adjacent Ice square for 0AP. Remove the Ice marker. When an Ice square reverts to water any object on it is removed from the game.
- If a Fire Elemental (even if wounded) is located on an Ice square at the end of any action, the ice melts and the Fire elemental is killed. NOTE: this happens only if there's a water square below the ice marker, not when the ice marker is on a ground square (example: placed with the Scroll of Ice).
- The Ice Elemental can't be frozen.
Werewolf (Loup-garou) (4/2) or (4/4) - (Beast, Regeneration)
- The Werewolf is a Beast only when he is in its Wolf form.
- The Werewolf is usually in its human form. In this case its Combat value is 2.
- When the controlling player plays his 5 Action card the Werewolf is transformed to a Wolf (Combat value is now 4). It remains a Wolf for as long as the 5 Action card is visible (on top of the discard pile). When the 5 Action card is covered or returned to the player's hand the Wolf reverts back to his human form.
- If the Werewolf is located on a tree when the controlling player plays his 5 Action card, he uproots the tree, becomes wounded and can not regenerate this turn.
- If the Werewolf was wounded when the player plays his 5 Action card he regenerates and becomes unwounded (even if he is frozen and following the Regeneration rules). He doesn't spend any action to Regenerate and can't execute any actions during the turn in which he regenerated (not even participate in a Combat Group). Regeneration is not magic.
- A wounded Werewolf remains wounded when he changes form.
- A Werewolf changing form to Wolf while standing on a small bridge (or a pipe) causes the bridge to break before any action: the Wolf undergoes the effects of the square below.
- As a reminder, the cards are taken back at hand at the end of the turn of that player and not at the beginning of the next turn of the same player (see rules of the game of base page 11, 2nd paragraph).
Mammoth (Mammouth) (2/4) - (Beast, Break Portcullis)
- When placing the pieces on the board, the Mammoth is placed face up (the back is marked).
- The Mammoth is a Beast.
- A Mammoth can break a portcullis for 1AP. A broken portcullis can never be closed (even by a Thief).
- The Mammoth gains +1 in combat (attack and defense) when it is located in snowy ground. This bonus is lost if the Mammoth is wounded.
- If a Mammoth ends his move next to a Tree, it can uproot the Tree without spending an additional action (put a Tree Stump marker on the tree square). This square is considered a normal floor square (although it is not mentioned in the definition of normal floor squares rules).
- A character located in the uprooted Tree is wounded and remains in that position (can't attack the wounded character in the same turn). If the character was wounded it is now killed. So it is possible to wound a character in combat and then uproot the Tree and kill him in the same turn as uprooting a Tree is not considered an attack.
- The Mammoth can uproot only one Tree at the end of it's movement.
- A Mammoth which doesn't move can't uproot a Tree (it must move at least forward and back).
- If an uprooted Tree is in Mist, the Mist is dissolved when the Tree Stump marker is placed.
Ice Dragon (Dragon de Glace) (2/5) - (Prestigious)
- The Ice Dragon gets +1 in combat (attack and defense) when he is located in snowy ground. The bonus is lost if the Ice Dragon is wounded.
- The Ice Dragon is prestigious so it gives 2VP when killed.
- The Ice Dragon for 1AP and once per turn can freeze a character (enemy or not) in his line of sight. Place a frozen marker on that character.
- A frozen character can't move or perform any action.
- A frozen character gets a -1 penalty in combat (never below zero).
- A frozen character can defend himself and may even participate in a close combat in defense only (defending player's choice).
- An unwounded frozen character who loses a battle doesn't die but he becomes a frozen wounded character.
- At the end of his turn a player removes all frozen markers from his characters.
- Allies can pass over a frozen character (as if he was not frozen). Characters can take or give an object or a wounded to a frozen character.
- A frozen character (alive or wounded) can not be carried by anyone.
- A frozen character which is given a Torch is thawed at the end of the action. Remove the frozen marker.
- It is not possible to freeze a character carrying a Torch or a Fire Elemental (such an action is valid and the AP spent but has no effect).
Beast Master (Maître des bêtes) (4/2)
- For 1AP, and only once per turn, the Beast Master can take control of an opponent Beast in its line of sight.
- The controlled beast can spend 3APs to execute actions until the end of the player's turn (it works the same as the Charm Scroll). All actions must be valid as per the DT rules. You can execute the actions of the controlled beast and any other actions in any order. The controlled beast can't take part in a combat with characters of the same color. In combat the original owner of the beast plays a Combat card, but if it executes a jump action the player who now controls it through the Beast Master has to play a jump card. If the beast kills an opponent the original owner gets the VPs.
- Beasts are the following: the Araknis, the Yeti, the Mammoth and the Werewolf (when in the Wolf state).
Ice Witch (Sorcière des glaces) (5/1) - (Magic user)
- The Ice Witch is a magic user and can use the scrolls.
- The Ice Witch can carry two objects/wounded in any combination. It is an exception to the 2nd golden rule of DT. This ability of the Ice Witch is not magic.
- If the Ice Witch is killed while carrying two objects, the objects are remain stacked in that square until a character pass from this square and take an object. No other character except an Ice Witch or Paladin can stop in a square with the two objects.
- Some items carried by the Ice Witch do not offer her an added advantage (example: 2 torches, 2 Amulets of Elvish Vision, 2 keys, etc) while other objects do (example: with 2 Katana she can attack twice for 0AP but not once for -1AP, with 2 Rings of Weakness she has -2 in combat, with 2 Rings of Repulsion she can push two times, with 2 Armor she gets +2 at defense, e.t.c.)
- An Ice Witch carrying 2 Ropes can cross two adjacent obstacles. She must use the first Rope on the first obstacle (two attachment points required) and place the second rope one the second obstacle (provided that the second obstacle has an attachment point - the other attachment point is provided by the first rope. She can also go back after placing the second rope and retrieve the first rope (we do the attachment points until the rope is raised).
- An Ice Witch with a rope and an object/wounded may keep the object/wounded when she is pushed toward an obstacle requiring a rope and two attachment points.
Yeti (Yeti) (3/3) - (Beast)
- The Yeti is a beast.
- The Yeti gains +1 in combat (attack and defense) when it is located on a snowy ground square.
- This bonus is lost if the Yeti is wounded.
- The Yeti can cross Ice Slopes normally from all directions. Still it can't execute any other action otherwise prohibited through an Ice Slope (close combat, jump over a barrier going up a slope, etc.).
Items
Ring of Chaos (Anneau Chaotique) - (Magic, One use)
- The Ring of Chaos is a magical object.
- The Ring of Chaos is discarded after use.
- A character located on a rotation mechanism can use the Ring of Chaos for 1AP.
- A character using the Ring of Chaos changes the rotation mechanism references by placing a rotation mechanism marker (T1, T2 or T3) in his location. Then he places the second paired marker on any rotation mechanism on the board. The direction of rotation need not correspond to the original direction of the rotation mechanisms.
- You can change the rotation mechanism of a previously changed rotation mechanism. Remove the old marker and replace it with the new one.
- After using the Ring of Chaos some rotation mechanisms may not be paired.
- The Ring of Chaos doesn't affect rotation mechanisms where the Magophage is located (or is adjacent) or the rotation mechanisms in the Anti-magic room.
- A rotation marker placed by the Ring of Chaos is removed from the game if the Magophage ands his movement adjacent or on top of it.
Two-Handed Axe (Hache à deux mains)
- A character carrying a Two-Handed Axe can cut an adjacent tree for 1AP (the result is the same as a Tree uprooted by a Mammoth).
- To attack with a Two-Handed Axe, a character must spend one additional AP. The battle doesn't have to be initiated by the character carrying the Two-Handed Axe.
- The Two-Handed Axe gives a bonus of +1 in attack to the character who uses it. It can also be used in a Group Combat by paying the extra 1AP.
- A Paladin can attack with two Two-Handed Axes for 3AP and gain a +2 bonus.
- A Samurai using a Two-Handed Axe or initiating a combat involving at least one Two-Handed Axe in the attack, reduces the cost of combat using his ability.
- A Two-Handed Axe forged at a Brazier gives a bonus of +2 when attacking for 2AP. Can't be used for only 1AP.
- A Logger can also use a Two-Handed Axe to cut an adjacent tree for 0AP.
Scroll of Ice (Parchemin de Glace) - (Magic)
- The use of the Scroll of Ice is considered magic. The Ice and frozen markers are not considered magic.
- A Magic user can use the Scroll of Ice for 1AP. It can be used in two ways:
- He can freeze a character in his line of sight (like the Ice Dragon).
- (See Ice Dragon for details)
- He can place up to 8 Ice markers.
- The first marker must be adjacent to the Magic user.
- The other markers must be adjacent to the Magic user or another just placed Ice marker.
- The Ice markers can only be placed on normal floor squares, water squares and rifts.
- The Ice markers can be placed on squares with characters, objects or Mist (Mist disappears).
- The Ice markets are considered as snowy ground and some characters gain their normal bonuses as if they are located on normal snowy ground.
- He can freeze a character in his line of sight (like the Ice Dragon).
- A character with a Torch and the Fire Elemental can melt an adjacent Ice marker. Remove the Ice marker. If an object is now located in a water square it is removed from the game.
Potion of Life (Potion de vie) - (Magic, One use)
- The Potion of Life is magic.
- The Potion of Life is discard after use.
- During his turn a wounded character can drink the Potion of Life for 0AP. The wounded person is healed (turn the character marker face-up).
- A healed character can execute actions immediately.
- An unwounded character can not drink the Potion of Life.
Flying Carpet (Tapis Volant) - (Magic, Cursed)
- The Flying Carpet is a cursed object, so a character (even if he is flying) entering his square is obliged to leave any object and get the Flying Carpet.
- A character carrying the Flying Carpet can use it to fly during any time in his movement action, if he discards a Combat card (not +0), which he shows to his opponent. The flight is valid for one movement action and costs one Combat card for each use.
- Since the Flying Carpet is a magic object, flight is cancelled when the character enters the Anti-magic room, ultra-gravity room, or moves adjacent to Magophage. The character can continue his movement on foot.
- Under the Charm Scroll the noe controlling player has to discard a Combat card if he uses the Flying Carpet.
Torch (Torche)
- Common object.
- When revealing a room, the torch (of any color) is always placed by the player who revealed the room. It can't be placed in a darkness square.
- For 1AP a character carrying a torch can burn a Web marker or melt an Ice Bridge.
- For 0AP a character carrying a torch can melt an adjacent Ice square.
- For 0AP a character carrying a torch can illuminate an adjacent darkness square. He first chooses the size of the tile corridor (1, 2 or 3 squares) and places it. The placement of the tile must observe the following rules: The tile must be placed in full on darkness squares. The tile must be placed adjacent to the character using the torch. The tile can not be placed between two rooms, but can be placed on a room adjacent to the character carrying the torch.
- The Shadow can not enter a square with a torch. Similarly, the Shadow can not attack a character carrying a torch or participate in group combat if all its opponents carry a torch (except if it is attacked directly).
- You can thaw a character by giving him a torch. This character is defrosted automatically at the end of the action. It is not possible to freeze a character carrying a torch.
Rope (Corde)
- Common Object
- A character carrying a rope can cross an obstacle (pit, water, lava, e.t.c.) except the Falling Rocks. He can also stop there.
- A character with a combat value greater than 3 carrying a rope can cross or stop on a small bridge.
- To place a rope over an obstacle it must use two attachment points.
- If a character standing on a pit, water, lava, e.t.c., loses the rope then he is directly affected by the obstacle square below.
- If a character is standing on an obstacle with a rope, characters of his color can also benefit from the rope.
- To cross two successive obstacles a character can place the rope on the first obstacle and use a jump to pass the second (in two separate actions) without taking the rope. (example: Double Pit)
Terrain
Snowy Ground (Sol enneigé)
- These squares have no element that affects the game play and are considered normal floor squares.
- Ice markers are considered Snowy Ground, but not the opposite.
- Only rooms 33, 34, 35 and 36 contain snow-covered ground (up to Land of Ice expansion).
- The characters gaining a bonus when located on Snowy Ground are: Yeti, Mammoth, Ice Dragon and the Ice Elemental.
Ice Mirror (Miroir de glace)
- A line of sight entering the Ice Mirror is reflected at 90 angle.
- The line of sight can be reflected through successive Ice Mirrors.
- The effects of the Ice Mirror are applicable to all the rules requiring a line of sight.
- An "impoved" line of sight keeps its "improved" status when reflected through Ice Mirrors.
- If one of the walls supporting the Ice Mirror is destroyed, then the mirror is destroyed too.
Ice Slope (Pente de glace)
- An Ice Slope can be crossed during movement only in the direction of the arrow (exception: Yeti).
- An Ice Slope does not block the movement of flying or incorporeal characters.
- Ice Slopes are not obstacles. However a character can jump in the direction of descent, only if an obstacle is adjacent to the slope.
- Two squares separated by an Ice Slope are not adjacent. You can't drink from a Fountain of Youth located on the other side of the Ice Slope or reveal a room through it.
- Close combat between two characters separated by an Ice Slope is not allowed.
- An Ice Slope does not block the line of sight.
Arrow-Slit (Meurtrière)
- A character's line of sight when he is adjacent to an Arrow-Slit is not blocked by it. He can therefore target an opposing character with ranged combat (even if he is also adjacent to the same Arrow-Slit).
- If the character is not adjacent to the Arrow-Slit, then it is considered as a normal Wall and therefore he can not target an opponent character through it.
- An Arrow-Slit can be broken by a Golem as a normal wall.
- An Arrow-Slit can be crossed by the Wall-Walker.
- A character can not reveal a room through a Arrow-Slit.
- Two characters on both sides of an Arrow-Slit are not considered adjacent to each other (range combat is possible, but not close combat).
Fountain of Youth (Fontaine de Jouvence) - (Magic, 3D obstacle)
- A wounded character adjacent to the Fountain of Youth can drink from it for 1AP. The character is flipped to its unwounded side and can act immediately.
- If the Magophage is adjacent to the Fountain of Youth, then the fountain is disabled. Similarly, a wounded character adjacent to Magophage or in the Anti-magic room, can drink without effect, even if the fountain is not adjacent to Magophage (the 1AP is spent).
- The Fountain of Youth is a magic 3D Obstacle.
Mist (Brume)
- Mist blocks line of sight but not movement.
- A character in the Mist can not be targeted by any means: a Fireball or other scroll (Charm Scroll for example) or range combat, even if his opponent is adjacent.
- A character in the Mist has a clear line of sight out of the Mist provided that it doesn't touch or pass through another Mist square. He can also target himself.
- An object in a Mist square can not be affected by the power of the Telekineticist.
- A character in a Mist square may be attacked in close combat.
- When a room is revealed it is prohibited to place a character or object in a Mist square (Mist squares are not considered floor squares).
Trees (Arbres) - (3D obstacle)
- Trees are 3D obstacles.
- Characters with a combat value of 3 or less can end their movement in a tree. Entering a tree square ends the character's movement. To move out of the tree the character spends 1AP activating his normal movement (like moving out of water).
- Flying characters can pass over trees and flying characters with strength 3 or less can stop on them.
- The combat value of a character located on a tree in combat (printed on its marker) can't be modified by any means.
- A character in a tree has improved line of sight: it is not blocked by characters, all 3D obstacles, stairs, or Vines. Improved line of sight reflected on a mirror doesn't lose it's "improved" characteristic.
- An Elf in a tree is invisible and can not be targeted except by another Elf or a character carrying the Amulet of Elvish Vision. Close combat is possible.
- You can not push a character in a tree.
- A character can jump from a tree, but he can not jump to a tree.
- If a tree covered with mist is cut or uprooted, the mist disappears.
NOTE: It is possible for a wounded character with combat value 4 or more to be placed on a Tree square. If this character is healed or regenerates, the Tree breaks (place a Tree Stump marker) and the character is wounded immediately. The same is true for the Werewolf who transforms to Wolf when located on a tree.
Water (Eau) - (Obstacle)
- A Water square is an obstacle and can be bypassed with a rope, a jump or by flying. It can therefore be crossed with a rope or jump.
- A character can enter an adjacent water square for 1AP, his normal movement is not taken into account. The Water Elemental moves in water squares normally (The Red Dragon does not move in water).
- To get out of a water square a character simply activates his movement normally spending 1AP.
- A character can not enter a water square carrying an object, but he can enter carrying a wounded character. The transported object must be dropped before entering the water square.
- A character may get wounded in water and stay there.
- An object falling in the water for any reason is lost and removed from the game. Characters can not voluntarily drop an object into water (even a flying character or a paladin using a rope can not do this, this action is prohibited).
- A character in a water square is protected from the Fire Breath, the Fireball, e.t.c. (except if he is using a rope).
- A Fire Elemental entering a water square for any reason (Charm Scroll for example) is immediately killed.
- A Mummy in the water loses its weakness against the torch for as long as he remains there.
- A character carrying a cursed object can not be pushed into a water square.
- Flying characters can pass over water normally without spending any extra APs.
Crevasse (Rift) - (Obstacle)
- Characters can not enter a Rift.
- A flying character like the Wizard, the Ghost and the Specter can pass over a Rift during their movement but they can't stop there.
- Characters can jump over one Rift position.
- Characters that can pass over pits (Thief, Scout Elf) can not pass a Rift.
- The rope or a Climbing Plant allows to cross or stop over one Rift square.
Small Wooden Bridge (Petit pont de bois)
- The small bridge is an obstacle for characters with a combat value greater than 3.
- Characters with a combat value of 3 or less can enter a small bridge as if it were a floor square.
- Characters with a combat value greater than 3 (combat value indicated on their marker), can not enter a small bridge voluntarily. If such a character ends up on a small bridge for any reason, the bridge breaks (put a bridge broken marker in the square with the small bridge) and the character is now located and affected by the square beneath the small bridge.
- A character with a combat value greater than 3 may cross or stop at a small bridge if he is carrying a rope. He can also jump over the small bridge (if there's no other character there) using the normal jump rules.
- A small bridge can serve as an attachment point for a rope for any character whose strength is 3 or less.
- The Druid can place Climbing Plant markers in a small bridge like any other obstacle.
Wall Sconce (Torche murale)
- A character (except incorporeal characters like the Ghost and Specter) adjacent to a Wall Sconce and on the right side, can take a neutral torch (white) for 1AP. Place a neutral torch object under the character. Place a broken portcullis marker on the Wall Sconce square to indicate that the torch was taken.
- A Wall Sconce can provide only a single torch.
- A Wall Sconce broken by a Golem can not provide a torch.
- The Ghost and Scepter can not take a torch (they can't carry any objects).
- A Wall Sconce is considered a floor square.
Ice Bridge (Pont de Glace)
- The Ice Bridge can be crossed by any character, as if it was snowy ground, but it is not considered as snowy ground (revealing a room doesn't allow a player to place characters/objects there, e.t.c.).
- A Fire Elemental or a character carrying a Torch in an adjacent square can melt the bridge for 1AP. Place a Rift marker. Any character on the Ice Bridge without a Rope is killed. Any objects on the Ice Bridge are also removed from the game.
- A Fire Elemental (even if wounded) located on the Ice Bridge at the end of an action, is killed.
3D Obstacle
- A 3D obstacle is a terrain element that blocks the line of sight and covers the whole square.
- A 3D obstacle can be crossed by the Ghost and the Spectre or by flying characters like the Wizard, but characters can not stop there.
- 3D obstacles do not block the line of sight of a character located on a tree.
- 3D obstacles can be used as rope attachment points.
Resources listed at the end of the source sheet: FAQ in English/French/German: http://www.legobelin.net/faq_en.php ; FAQ in French (use Google Translate): http://www.dungeontwister.org/glossaire.php