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Co-Twister

Rules

Setup

  1. Choose which expansions you wish to play.
  2. Remove characters that can't be used.
  3. Choose 4 valid player characters as your party (see Playable Characters below). Do this for each player.
  4. Give each player a set of combat cards and jump cards. The monsters also require a set of combat cards.
  5. Mix all map tiles together and put them in a draw pile in the middle of the table.
  6. Mix all remaining character and item tokens that aren't used into a cloth bag. These will be used to populate tiles as they are revealed later.
  7. Take the top map tile and place it face up in the middle of the table, this is the starting tile. Place all player characters on the starting tile.

Changes from regular Dungeon Twister

  • Action Cards are not used. Each character has two actions each turn, whether a player character, or a monster.
  • Combat Cards
    • The monsters draw a random card for combat when necessary. These cards are put into a discard pile that is reshuffled when the cards run out.
    • Players may choose which of their cards to play. These are also put in a discard pile. The player may not get the cards back until all cards have been used.
  • Character Tokens that are discovered in the dungeon are always monsters and regarded as the enemy to all players.
  • Combat - players may not attack each other.
  • Revealing Tiles - There is no set pattern to tiles, and so tiles may be revealed in any direction.
    • When a tile is revealed, count the number of player characters and divide by 4 (rounding down), then add one for each tile distant this tile is from the starting tile. Place this many tokens on the tile.
    • e.g. 2 Player game with all 8 characters — Starting Tile – 3 – 4 – 5 – 6
  • Leaving the Dungeon - In order for a player character to leave the dungeon, it must move to the rotation control on the starting tile.

Playable Characters

Not all characters from every expansion are suitable for a dungeon exploration co-operative game. The following list specifies which characters can be PCs, which can be monsters, and which cannot be used in this variant. When a character is used as a monster, ignore any rules pertaining to earning victory points, the monster side does not use VPs.

  • Playable as a Player Character only
    • Fire & Water — Prophet
  • Playable as a Player Character or a Monster
    • Base Set & 3/4 Player Expansion — Cleric, Warrior, Wizard, Mekanork, Wall-Walker, Troll, Thief
    • Paladins and Dragons — Elf Scout, Ghost, Golem, Illusionist, Weapon Master, Paladin
    • Fire & Water — Magophage, Acrobat, Barbarian, Fire Elemental, Courtesan, Telekineticist, Water Elemental
    • Forces of Darkness — Angel of Light, Undead Dragon, Mummy, Necromancer, The Shadow, Specter, Vampire, Bat, Zombie
    • Mercenaries — Dark Angel, Crossbowman, Assassin, Berserker, General, Dwarven Troll-Slayer, Samurai - PC
    • Creatures of the Forest — Druid, Breeder, Spawnling, Stone Elemental, Elf Archer, Elf Enchantress, Araknis, Living Trap, Logger
    • Land of Ice — Beast Master, Yeti, Ice Witch, Ice Dragon, Ice Elemental, Mammoth, Lightning Elemental, Werewolf
    • Dungeon Twister 2: Prison — Colossus, Naga, Banshee, Backstabber, Telepath
    • Tournament Prizes (Pack 1) — The Ogre
    • Tournament Prizes (Pack 2) — Elusive, Forest Elf, Zephyr the Cheat, Pitiless
    • Collector's Box (German release) — The Amazon
    • European Championships — The Purple Dragon
  • Playable as a Monster only
    • Base Set & 3/4 Player Expansion — Goblin
    • Paladins and Dragons — Red Dragon, Pickpocket
    • Forces of Darkness — Ghoul
    • Mercenaries — Gold Dragon
    • Creatures of the Forest — Brambles
    • Tournament Prizes (Pack 1) — The Beggar
    • Tournament Prizes (Pack 2) — The Minotaur
  • Not usable in this variant
    • Tournament Prizes (Pack 1) — The Disciple
    • Convention Exclusives — The Master of Time

Usable Items

Not all items from every expansion are suitable for a dungeon exploration co-operative game. The following list specifies which items can be used in the game.

  • Not usable in this variant
    • Fire & Water — Scroll of Confusion
    • The Fire and the Blood — Grail
    • Land of Ice — Flying Carpet

Monster Behaviour

Monster behaviour is determined by the colour of the map tile they appear in. They behave in either an Aggressive or Defensive manner. Warm coloured tiles have aggressive monsters, cool coloured and neutral tiles have defensive monsters

= =(x:9)Expansion
= Colour BasePaladins & Dragons3/4 PlayerFire & WaterForces of DarknessMercenariesThe Fire and The BloodCreatures of the ForestLand of Ice
={background-color:lightblue}Light Blue--------33,35,36
={background-color:blue}Blue35916-----
={background-color:green}Green1710-Dark--29,30,31,32,P3-
=Grey4---1721,22,23,2427-34
={background-color:yellow}Yellow-8121518,19-28--
={background-color:orange}Orange---13,P2--25--
={background-color:red}Red26111420-26--
Aggressive Monsters

Aggressive monsters actively seek out weak player characters. They will choose the quickest, safest routes to the weakest characters. Always going for the closest with a combat strength less than theirs, first. If there are items nearby, they will pick them up if possible on the way and use them if they can or otherwise carry them to provoke player characters into attacking.

Defensive Monsters

Defensive monsters wish to form defensive groups, and prefer to group attack player characters. They will choose the quickest, safest routes to other monsters and where possible, help out that monster with a group attack. If there are items nearby, they will try to pick them up and use them if they can, if not then to drop them where they are inaccessible. gallery_showalbum_gamescotwistfiles spamemail


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games/board/gamescotwist.txt · Last modified: 2013/03/13 00:51 (external edit)