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Dungeon Twister: Room P1

Expansion for Dungeon Twister

Dungeon Twister: Room P1 Rulebook

Table of Contents

Table of Contents

  • Pipes
  • The Arch-Mage Treasure Rooms

Pipes

Characters with a base combat value less than three (combat value printed on the token before any modifiers) can move through Pipes squares and stop safely on them.

A character with a combat value of 3 can cross over Pipes squares but if he stops on one, the pipes break (place a broken marker on the Pipes square and the character dies in the depths of the giant grinders).

Pipes squares break the same way, as soon as a character with a combat value of 4 or more enters it.

A broken Pipes square cannot be entered by any character (except flying characters or the Ghost).

If the Pipes are running on more than one square, and only one square is broken, it is still possible to cross the broken square using a Jump or a Rope. A character using the Rope, no matter his combat value, does not break the pipes as long as there are two anchor points. (See Rope section in the Basic Rules). Pipes are obstacles. Because of this, one can jump over them to avoid breaking them.

The Arch-Mage Treasure Rooms

In a friendly game or scenario, the number of VP necessary to win the game increases by 1 VP for each face-up Arch-Mage Treasure room.