Dungeon Builder Monster Types
Monster types
Monsters must be placed in rooms capable of supporting them (e.g. the green cards of lair and chamber, the black card of barracks etc). The Gelatinous Cube is an exception in that it can be placed on any grey card as well.
Monsters all start with 1 hit point and if they take any damage at all, they are destroyed. If the card is not a Skeleton, discard it.
Multiple Monsters
Major improvements that increase the number of monsters in rooms do not count towards the room's limitations. The occur after a room's effects if necessary (ie a Barracks containing an Orc with the Orc Chieftan major improvement contains 5 Orcs).
Upgrades
A basic monster is one monster card, each upgrade level is represented with either another card of the exact same type, or a yellow or black card.
You may only upgrade a monster if the room it is in supports upgraded monsters. If mistakes are made and revealed in the adventurer turn, the excess cards are discarded.
Monsters on grey cards (Wandering Monsters) have no upgrade limit (i.e. a Goblin could be put in Chamber, move to a grey card and still be upgraded to a Troll)
Basic
-
Orc — Strength: 2 HP: 1
Kobold— Strength: 1 HP: 1 Special Ability: Add a new Kobold after each Adventurer turn
Goblin— Strength: 1 HP: 1 Special Ability: The Goblin may move one card each round (onto any dungeon room even if it contains other monsters)
Gelatinous Cube— Strength: 1 HP: 1 Special Ability: May be placed in Grey locations, Adventurers must defeat it to move through
Skeleton— Strength: 1 HP: 1 Special Ability: Not destroyed if defeated, but returns immediately after the adventuring round
First Upgrade
Ogre—Upgrade to Orc — Strength: 3 HP: 4
Lizardman—Upgrade to Kobold— Strength: 2 HP: 2 Special Ability: Immune to fireball
Hobgoblin—Upgrade to Goblin— Strength: 4 HP: 2 Special Ability: The Hobgoblin may move one card each round (onto any dungeon room even if it contains other monsters)
Slime —Upgrade to Gelatinous Cube— Strength: 2 HP: 2 Special Ability: Destroys one item of choice from adventuring party when encountered (does not need to damage characters).
Ghoul—Upgrade to Skeleton— Strength: 2 HP: 2 Special Ability: Any adventurers killed by Ghouls become Ghouls
Second Upgrade
Giant—Upgrade to Ogre— Strength: 4 HP: 8
Dragon—Upgrade to Lizardman— Strength: 5 HP: 5 Special Ability: Immune to autokills
Troll—Upgrade to Hobgoblin— Strength: 4 HP: 4 Special Ability: Regenerate 1 non-fire damage after each attack.
Mold—Upgrade to Slime— Strength: 4 HP: 4 Special Ability: Every party member receives 1hp poison damage each movement phase after encountering the Mold (does not need to damage characters).
Vampire—Upgrade to Ghoul— Strength: 4 HP: 4 Special Ability: Any damaged caused by the Vampire adds to the Vampire's HP, may exceed original HP. HP are kept.
spamemail
CategoryGames