Dungeon Twister: Fire and Water
Dungeon Twister: Fire and Water Rulebook
Table of Contents
Table of Contents
Contents
- 8 square rooms.
- 2 sets of tokens (one per player), each including 8 characters and 6 objects.
- 2 sets of 8 cardboard figures and their 16 plastic bases.
- 2 starting zones.
- 1 rulebook.
- 4 neutral object tokens (square).
- Several broken-bridge markers.
How to Play with an Expansion
You can play a game of Dungeon Twister using only the rooms, characters and objects from this expansion. Or you can mix some elements of this expansion with others from the base game or other expansions, provided each player chooses 2 pairs of rooms (8 rooms in total), 8 characters and 6 objects per player (unless the scenario or special rules say otherwise).
If you decide to play by mixing several Dungeon Twister boxes, there are 3 ways to proceed:
Free Choice (Secret Forces)
Each player chooses a colour and takes all the characters and objects of that colour from all the Dungeon Twister boxes available.
Each player secretly chooses 8 different characters and 6 different objects to keep for the game. The remaining tokens are returned to the boxes.
Each player secretly chooses 2 pairs of rooms. The 8 rooms are shuffled together face down, without looking at them, and placed as usual.
The game then proceeds as a normal game.
Mutual Choice (Equal Forces)
Each player chooses a colour and takes all the characters and objects of that colour from all the Dungeon Twister boxes available. Determine at random who will be the first player to form the team.
The first player chooses a pair of rooms, then his opponent chooses a pair of rooms in turn. Then the first player and his opponent continue in this way until there are 4 pairs of rooms, 8 rooms in total. Shuffle the 8 rooms and build a labyrinth as usual.
Both players place all their characters and objects behind their screens.
The first player chooses one of his characters and places it in front of his screen, so that his opponent can see it. The opponent must then take the same character and place it in front of his own screen. He then takes the opportunity to choose a character and places it in front of his screen as well. The first player must place the same character in front of his own screen. The players alternate in this way until every player has 8 characters in front of his screen. The same procedure is then followed for the 6 objects, using the same alternation.
Return all unused tokens to their box, and take back your 8 characters and 6 selected objects behind your screen.
The game then proceeds normally.
You may also play with a handicap. The player with the handicap secretly removes the appropriate number of characters from behind his screen after the teams have been formed. The opponent therefore does not know at the start which characters will be missing from the handicapped player's team.
Scenarios
Scenarios require you to play with certain pre-built teams and certain specific rooms. Sometimes a scenario will also introduce a few new rules specific to that scenario.
Description of the New Characters
Magophage
Movement: 4 | Combat: 2
Absorbs magic
The Magophage, the square it occupies and all adjacent squares are totally immune to magic. No magic may act on, reach, cross or be generated in these squares. This means that it does not suffer or benefit from the effects of magical objects or abilities. It can carry magical objects but cannot use them.
If, at the end of any action, one of the squares adjacent to the Magophage contains magic, that magic is cancelled. For example, if the Magophage is adjacent to an illusion, the illusion is removed from the game and returned to its owner.
The Wizard cannot levitate over the Magophage or onto an adjacent square. His levitation movement ends as soon as he enters a square affected by the Magophage. If this square is a Pit (or another dangerous square, such as falling rocks), the Wizard immediately suffers its effects. If this square is already occupied by another living character, the Wizard must stop his movement on the last valid square he crossed.
In the same way, objects moved by the Telekinetic cannot cross squares affected by the Magophage. Any object in levitation ends its movement as soon as it enters a square affected by the Magophage. If it is a Pit, Water or Lava, the object is removed from the game.
If the Magophage is adjacent to a Fountain of Youth, that fountain loses its healing capacity.
If a character who has just used the Seven-League Boots passes over a square affected by the Magophage, the effect of the Boots ceases immediately. Likewise, a Fireball entering a square affected by its power disappears immediately without causing damage.
The Magophage's power ceases when it is wounded. It may therefore drink from a Fountain of Youth when wounded. But once healed, its power is active again, and the Fountain's magic no longer works as long as the Magophage remains adjacent to it.
Acrobat
Movement: 5 | Combat: 2
Acrobatic Jumps
The Acrobat can jump over an obstacle for 1 AP, using the normal jump rules but without needing to use a Jump card. The Acrobat can make as many jumps as you like during a game, as long as you spend one action for each jump made. It can also jump over 2 adjacent obstacles for 1 AP. The starting and landing squares of the jump must be valid.
Barbarian
Movement: 4 | Combat: 3
Hates magic
The Barbarian may not use magical objects, although it may carry them.
The Barbarian scores 1 additional VP when it eliminates a spellcaster. The Barbarian gains a +1 bonus in combat against spellcasters (living or wounded), in attack and in defence. This ability also works in group combat.
When the Barbarian is wounded, it loses its power like most characters: it may therefore drink from the Fountain of Youth.
Fire Elemental
Movement: 4 | Combat: 2
At home in lava
The Fire Elemental can cross Lava squares as if they were floor squares. It can also stop on them.
A Fire Elemental in a Lava square gains a +1 bonus in combat for attack and defence. A wounded Fire Elemental does not lose its powers, so it can be wounded in lava and keep its +1 combat bonus. The Fireball and the Red Dragon's breath have no effect on the Fire Elemental, and the characters it carries are also protected.
A Fire Elemental that passes through or ends its movement on a Water square is immediately eliminated.
Courtesan
Movement: 3 | Combat: 0
So charming…
The Courtesan cannot be attacked in combat, although she can herself trigger a combat normally (for 1 AP). She is not obliged to take part in a group combat if the player who controls her does not wish it.
The Wizard cannot use his Fireball against her, and the Red Dragon cannot use its Breath of Fire on her. Any direct aggression of this kind is forbidden. However, she can be pushed back by the Ring of Repulsion, or controlled by a Scroll of Charm, and other actions of this kind which are not direct aggressions.
The Courtesan loses this ability when she is wounded.
Diagram 1. The yellow Wizard can cast his Fireball at the blue Barbarian, but it will be dispelled as soon as it enters square "1", because of the adjacent yellow Magophage. He may also decide to cast his Fireball at the blue Water Elemental. It will reach it but, as the Water Elemental is immune to fire, it will have no effect on it.
The yellow Wizard can levitate to square "2". He uses his normal ground movement for two squares, up to square "1", then levitates over the Barbarian (which is not on a square under the Magophage's effect) and lands on "2". However, he cannot levitate over square "1".
The blue Fire Elemental can use the Ring of Repulsion on the yellow Courtesan and push her into the water on the square marked "3". She must abandon the Seven-League Boots on the rotation mechanism.
The blue Wizard is wounded but cannot use the Fountain of Youth, because the Magophage is adjacent to that fountain.
The yellow Water Elemental cannot use the Ring of Repulsion to push the blue Courtesan onto the pit, because the blue Magophage is adjacent. If the blue Magophage were not adjacent, the Water Elemental would have every right to push the Courtesan (she would therefore be killed on the spot).
Prophet
Movement: 5 | Combat: 1
Prophecies
For 0 AP and once per turn, the Prophet may secretly look at any unrevealed room on the board, along with all the tokens placed on it face down. After looking at a room, he must put it back face down in the orientation of his choice, then replace the tokens on it.
To use this ability, the Prophet must be face up and must not be wounded. This ability can only be used during the turn of the player who controls the Prophet.
The Prophet is a spellcaster, so he can use scrolls.
Telekinetic
Movement: 5 | Combat: 1
Poltergeist
For 1 AP, the Telekinetic can move an object at a distance. He can target any object alone on a square in the same room as him. He can move the object 5 squares as if it were flying. This means it can pass over characters, Pits, Lava, Water, Crevasses, or any 3D obstacle or terrain element that a flying character can normally cross.
The object may end its movement in another room, out of reach of the Telekinetic. In that case, the Telekinetic can no longer activate the object's movement until he enters that room again. The Telekinetic cannot activate the movement of an object placed in the Mist, although once levitating, the object can cross the Mist. He may drop the object on any valid square or on any character (friend or foe), as long as the Golden Rules are respected.
The Telekinetic cannot activate objects that have not yet been discovered, such as the scrolls in Libraries. A levitating object cannot enter the Anti-magic Room. Likewise, a levitating object ends its movement as soon as it enters a square affected by the Magophage.
The Telekinetic cannot target a wounded character, since that is not an object. The Telekinetic can, however, "send" the object he is carrying. The moved object may well pass over squares of the starting zone, or even end its movement there.
The Telekinetic is a spellcaster, so he can use scrolls.
Water Elemental
Movement: 4 | Combat: 2
At home in water
The Water Elemental can cross Water squares as if they were normal ground. However, it cannot carry objects into the water, just like all other characters.
A Water Elemental in a Water square gains a +1 bonus in combat, for attack and defence, even when wounded.
The Fireball and the Red Dragon's breath have no effect on the Water Elemental.
Description of the New Objects
Ring of Repulsion
A character carrying the Ring of Repulsion may activate it once per turn for 1 AP, if it is adjacent to a targeted character. Push this character one square in the opposite direction (see the example below). You cannot push a character towards a wall, an Illusionist's rubble, a living character or an enemy wounded character.
The pushed character may land on an object or on a wounded character of its own colour, as long as it respects the Golden Rules at the end of the repulsion action.
The pushed character keeps the object it was carrying. If the pushed character enters a Pit, Lava, Crevasse or any other dangerous terrain without carrying a Rope, it suffers the effects. If the character is eliminated while carrying an object, that object is abandoned on the square where the character was before being pushed.
If a character is pushed into the water, it must abandon its object. A Fire Elemental pushed into the water is immediately eliminated.
You cannot push a character off the board, nor a character standing on a starting zone.
Seven-League Boots
A character may use the Seven-League Boots for 1 AP to move immediately 10 squares. Discard the object just before beginning your 10-square movement.
During its movement, the character may pass over Pits, obstacles (3D or not) and all characters, but may not stop on them. For simplicity, it is considered to be flying during its 10-square movement.
Diagram 2. The blue Acrobat can jump for 1 AP onto all squares marked with a blue dot. The yellow Acrobat can jump for 1 AP onto all squares marked with a yellow dot.
The yellow Wizard cannot reach the square marked with a yellow dot while levitating, because as soon as he enters the Anti-magic Room his levitation is interrupted.
The blue Courtesan carries the Ring of Repulsion, but she cannot push the yellow Barbarian into the pit behind him, because that pit is in the Anti-magic Room and the power of the Ring of Repulsion cannot enter it.
The yellow Telekinetic can take control of the following objects: the blue Rope, and the yellow and blue Seven-League Boots. He cannot take control of the yellow Key, which is not in the same room as him. Nor can he take control of the Ring of Repulsion carried by the blue Courtesan.
If he moves the Rope, he can make it travel 5 squares and give it to the yellow Barbarian.
If he moves the blue Seven-League Boots, they will stop on the two squares marked with a green dot (because of the Magophage).
If he moves the yellow Seven-League Boots, he cannot send them to the squares marked with a purple dot, since those squares are in the Anti-magic Room.
Key
A character carrying the Key can open or close an adjacent Portcullis for 1 AP (like a Thief). Place or remove an Open Portcullis marker.
The Key is a common object, meaning that you may choose more than one Key for your starting team (if you have several Key tokens). The same Key can be used several times during the same game.
Scroll of Reconstruction
Exchange this scroll for any other discarded object for 1 AP. Discard the Scroll of Reconstruction and place the "reconstructed" object under the spellcaster who used the Scroll of Reconstruction.
It is not possible to recover an unused object (that is, one that was returned to the box during setup at the start of the game). You must recover an object that has been discarded after use, taken out by a character, or lost during the game for any other reason.
Scroll of Confusion
A spellcaster may use this scroll for 0 AP before a combat. You may use it during your opponent's turn, at the very moment you are attacked.
You may use it to influence any combat in which one of your characters is engaged and which takes place in the same room as your spellcaster. This means that one of the protagonists must be in the same room as your spellcaster. The spellcaster using the Scroll of Confusion may be engaged in this combat or not.
Play your combat card normally, then draw your opponent's combat card at random from his hand. During this random draw, your opponent must show you his hand, keeping only his combat cards in hand (he must exclude jumps and other action cards).
Description of the New Terrain Features
Water
Any character must spend 1 AP to move onto a Water square. Thus a character moving 3 squares through water must pay 3 AP. A character's movement potential is not taken into account when moving through water. To leave the water, the character spends 1 AP and then spends its movement potential normally.
Characters cannot enter the water carrying an object. The object being carried must be abandoned before entering the water. If for any reason an object ends up in the water, it is lost and removed from the game. A player may not deliberately throw or drop an object into the water.
Wounded characters may be carried into the water. A character may be wounded in the water and remain there while waiting for someone to come and pick it up. Characters are immune to fire while in the water (Fireball, Red Dragon's breath, etc.). A Fire Elemental that finds itself on a Water square is immediately destroyed.
Flying characters may pass over water and do not have to pay 1 AP for each Water square crossed. Water is an obstacle that follows all the rules for obstacles. It can therefore be crossed with a Rope, by jumping, or by flying.
Lava
No character may enter a Lava square except the Fire Elemental. The latter cannot enter lava while carrying an object. Flying characters and the Ghost may cross lava but may not stop on it. It is possible to jump over lava, or to use a Rope, since it is an obstacle.
Small Bridges
Only characters with a combat value of 3 or less may enter a Small Bridge. Other characters may not enter it voluntarily. A character on this type of square is considered to be on the Small Bridge, and not on the square it overhangs (water, lava, etc.).
A Small Bridge is considered an obstacle: a character with a combat value of 4 or more may therefore decide to jump over it (if it is not occupied by another character). This jump must follow the usual rules. A character may pass over, or even stop on, the Small Bridge if it is carrying a Rope.
If for any reason a character with a combat value of 4 or more ends its movement on a Small Bridge, the bridge breaks and the character ends up on the terrain directly below. Place a "broken bridge" marker on the Small Bridge. A character falling into Lava in this way dies. If this character ends up in the water, it survives (except a Fire Elemental). In both cases, if the character was carrying an object, the object is lost.
Anti-magic Room
The Anti-magic Room contains a giant anti-magic artifact. No magic can work in this room. The anti-magic affects the whole room, that is, all 25 squares that make it up. No magic may act on, reach, cross or be generated in these squares.
The artifact occupies the 2 central squares of this room. These two squares are 3D obstacles.
Stairs
A character standing on Stairs has its combat value reduced by 1, in attack and in defence. A character's combat value can never drop below 0.
Characters move on Stairs as on normal ground. No AP or extra movement points are needed to move on Stairs.
A line of sight cannot cross one or more Stairs squares. A line of sight may start on a Stairs square and/or reach a target on a Stairs square. Stairs are not considered floor squares.
Mist
A character in the Mist cannot be targeted. The Fireball, the Red Dragon's breath and the Scroll of Charm do not affect it.
A line of sight cannot cross or enter a Mist square. A character on a Mist square has a line of sight out of the Mist, but this line of sight is blocked as soon as it reaches or crosses another Mist square. The character can therefore be in the Mist and target a character outside it. A character in the Mist may be engaged in combat normally.
Characters may move through the Mist as if it were floor squares (see diagram 4). However, Mist squares are not considered floor squares, so characters or objects cannot be placed on them when a room is revealed.
The Telekinetic cannot target an object in the Mist to trigger its levitation.
Fountain of Youth
A wounded character adjacent to a Fountain of Youth may drink from it for 1 AP. The wounded character is healed (turn the character face up). You must absolutely respect the second Golden Rule after drinking at the Fountain. A character thus healed may act during the same turn.
The Fountain of Youth is a 3D obstacle.
Library
This expansion provides 4 neutral scroll tokens, white and square in shape.
The player who reveals the room containing the Library draws 2 neutral scrolls at random and places one in each Library, face down, without looking at it (the other two are removed from the game and are not used).
To recover a scroll, a character must be on one of the two floor squares facing the Library in question and search it for 1 AP. After that, it may take the scroll, show it to all players and place it under its character. A character already carrying an object cannot search the Library (except the Paladin). No character may enter the 4 Library squares. The Ghost may cross these squares but not stop on them.
Scrolls in Libraries cannot be moved by the Telekinetic or by other means until a character has recovered them.
The Library offers 4 different neutral scrolls: the Scroll of Charm (see below), the Scroll of Confusion (see above), the Scroll of Reconstruction (see above) and the Scroll of Inversion (see below). Scrolls may only be used by spellcasters, although other characters may carry them. Each scroll is used only once, then discarded after use.
Scroll of Charm
This object may only be used by a spellcaster (Wizard, Prophet or Telekinetic, for example). Take control (for 1 AP) of an enemy character located in the same room as the spellcaster using this Scroll (which is then discarded). You may make this character carry out 3 valid actions before the end of the turn (an action is valid if it strictly respects all the rules of Dungeon Twister). Count these actions separately.
You may interleave actions of your own characters between each action of the charmed character (be careful to respect the first Golden Rule). The charmed character cannot start a combat against a character of its own colour.
If the charmed character starts a combat, the player who normally controls it uses and chooses his own combat card. On the other hand, if the charmed character makes jumps, the player who used the Scroll of Charm uses his own Jump cards.
If the charmed character kills an enemy character, the player who normally controls it wins the VP.
The spellcaster using this scroll does not need a line of sight to its victim. It is enough for the target to be in the same room (same board) as the spellcaster (see diagram 4).
If you are playing with timed play, you gain 1 minute when you use a Scroll of Charm.
Scroll of Inversion
Swap the room on which your spellcaster stands with an adjacent room (not diagonally) for 1 AP. The two rooms do not rotate, and all markers and tokens on these 2 rooms remain in their current respective positions.
Diagram 3. The yellow Prophet can use the Scroll of Inversion for 1 AP. He can then swap the room he is in with an adjacent room (never diagonally!). He can therefore swap his room with the one directly below him (the one with water). He cannot swap the Anti-magic Room, since the Scroll of Inversion is a form of magic. All tokens placed on the swapped rooms stay in place, and no room rotates.
The yellow Telekinetic can use the Scroll of Confusion he is carrying for 0 AP as soon as a combat begins between the yellow Acrobat and the blue Water Elemental (whichever character triggers the combat). The blue Elemental will therefore play its combat card at random.
Precisions
Rope
A Rope may only cross one obstacle square (a Pit, Lava, Water or a Crevasse, for example) at a time. This means the user of the Rope must start from a valid square and move to another adjacent valid square, with the Pit or Crevasse lying between the two. Such a movement may be made in a straight line or in an "L" shape. Imagine that the Rope must be able to be attached on each side. Or, more simply, to use or place a Rope, the obstacle to be crossed must have two adjacent valid squares.
The Rope is a common object.
Glossary
Spellcaster: a character able to use magic scrolls. The Prophet and the Telekinetic are spellcasters.
Magical: the following are considered magical: all Scrolls, all Rings, the Fireball Wand, all Potions, all spellcasters' abilities, the Fountains of Youth and the Seven-League Boots. The Dragon's breath is not magical, nor are the Cleric's powers granted by his God.
3D Obstacle: a scenery element is considered a 3D obstacle if it blocks lines of sight. One cannot cross a 3D obstacle or stop on it. Flying characters and the Ghost may cross it but not stop on it.
Common Object: when creating a team, such an object may be chosen several times by the same player if he has the necessary tokens. The Rope and the Key are common objects.