|International Dungeon Twister League
|DT:Prison scenarios -- english translation
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|Auteur:||gheintze [ 20 Juin 2010, 06:48 ]|
|Sujet du message:||DT:Prison scenarios -- english translation|
I have translated the DT:Prison scenarios from Ravage magazine into English.
Thank you to Chris Boelinger and Eric Franklin for their help.
Dungeon Twister Prison
Variants and Scenarios
Doors creak, gears thunder, chains clink and water drops -- the rhythm of the prison has returned... Are you ready for new adventures in the Dungeon Twister Prison? On the menu today: new scenarios and play variations for 2 players, and a new solo mode. In short, all you need to diversify your solo and 2 player games. It should be noted that all the scenarios and variants presented here only require the new basic Dungeon Twister Prison game.
Full Starting Line
(A new mode of solo play)
First I must explain the history... When I created the solo mode of DT, I did not think that it was possible for the artificial intelligence (AI) to begin with four characters on a starting line. I designed the solo mode as described in the rules booklet, in which the eight NPC pawns of the AI are placed in the bag to be pulled out. At the DT World Championship in Lille, an enthusiastic player (I have unfortunately forgotten his name, so please pardon me) pointed out that there is nothing to prevent the AI from starting with 4 characters on the starting line. Indeed, after analysis it appears that the solo system, as described in the rules, can already manage the 4 AI NPCs when they begin on the starting line. Why didn't I think of this since the play allows this change? Apparently, it was a mental block for the author. However, a few changes are necessary for it to work.
How to proceed: The player selects and places his four starting characters on the starting line. He then places the remaining six objects and four character tokens (of his color) in the bag. Remove the following NPC tokens and cards from play: Amystyn, Arthos, and Nolock. Shuffle the remaining 29 NPC cards and draw four randomly. In the order of the draw, place the corresponding four character tokens from left to right on the non-player starting line. Then draw four more NPC cards and put them with the ones already drawn. Place the four corresponding character tokens as well as the six purple object tokens in the bag.
When a room is revealed, the number of tokens drawn from the bag follows the usual limits for 2 player games (see Diagram 12 on page 17 of the rulebook). Two pawns are picked out of the bag when a room adjacent to a starting line is revealed, and three pawns are chosen for the 4 central rooms which are not touching a starting line.
The player takes the first turn. The non-player plays second and activates the characters on his starting line as well as those that appeared in the players first turn.
The game is played to 5 VP. The difficulty in this game is higher than that of the solo mode described in the rulebook, so don't hesitate to play on a lower level of difficulty than usual.
When playing this mode, there is no reason to use the "Vision of the Arch-Mage" option.
(A new mode of play for 2 players)
This 2 player scenario uses the NPC cards from the solo mode.
How to proceed: Each player takes his complete team (tokens and figurines) as usual. The 8 rooms are mixed and laid out as in Scenario 5 (see page 17 of the rule book).
However, before placing the tokens face down on the starting lines and rooms, the players will assign a "super power" to each one of their eight characters. In order to do this, remove the following cards from play: Amystyn, Arthos, Nolock, Mungdu, Brainius, Hastenyne, Schmurtz, Extremis, Serpico, and Lissandra.
Take the remaining 22 cards and sort them by character type. Thus, each pile will have between 2 and 4 cards of a specific character type. Place these 8 piles face up between the two players. Randomly decide which player will choose first. The first player will choose a character pile. The second player then chooses one of the seven remaining stacks. Each player looks at the abilities of the NPC cards which he is holding. The "ability" refers to the text in the personality area of the NPC (see the diagram on page 4 of the solo rules).
Each player keeps a card from the stack he chose, and then places the remaining cards between the two players face up. Now, reverse the order of choice, so that the player who had chosen 2nd selects a pile first. Alternate in this way until each player has selected 8 cards, one NPC card for each of the 8 characters in Prison. A player cannot choose twice from the same pile of cards. The game then proceeds normally, aside from the fact that all the characters now have their usual abilities (for example, a Cleric can still heal) in addition to the ability listed in the personality section of the corresponding NPC card. If this ability is a handicap more than an advantage while playing, it still must be obeyed. Of course, all other information on the NPC card is useless and ignored by the players. Only the personality section is important, and any reference in this section to priorities and objectives is ignored.
(A scenario for 2 players)
How to proceed: The setup of the board follows the general format for 8 rooms as described in scenario 5 on page 17 of the basic rules. However, each player must place the following characters on his starting line: Cleric, Banshee, Telepath, and Colossus. They are placed face down in the order of the players choice. Each player then secretly notes on a sheet of paper (his hidden scroll) the name of his VIP character to be saved. It must be the name of one of the four characters listed above that are placed on the starting line. This paper remains secret until the end of the game -- when this character escapes or when he is eliminated by his opponent.
Victory Conditions: In this scenario, the players do not earn Victory Points. The goal of each player is to have his VIP character escape via their opponents starting line, or to eliminate the opposing VIP. When a player loses his VIP, he loses the game and must show his secret scroll to his opponent, who is declared victorious. When a VIP character escapes to the opposing starting line, he shows the scroll and wins the game. Any other situation is a tie.
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