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Post by LOBO on Apr 21, 2010 21:38:18 GMT -5
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Post by Gilvan Blight on Apr 22, 2010 16:33:55 GMT -5
You've played it with me.
I have it, and Hereos for DungeonQuest and DungeonQuest Catacombs. I used to like to play the Wizard guy that could stop time by using up life points, usually won that way. The Heroes for Dungeonquest came with a box full of Citadel minis.
I actually came here to post about this.
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Post by LOBO on Apr 23, 2010 6:59:10 GMT -5
was that the remake of the old dungeon game?
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Post by Gilvan Blight on Apr 23, 2010 9:30:57 GMT -5
No it was stand alone. Games Workshop. Came out around the same time as Talisman 2nd edition. Actually has "From the Makers of Talisman" on it. Original game only came with about 4 characters. Expansions added more.
Board is a big grid with a Dragon Lair in the middle. Each turn you picked which way you would exit your room and you would draw a tile. Tile gets placed where you are going. Depending on what is on the tile you would have an encounter. Encounters were like Talisman you would draw from a deck. There were traps, monsters treasure etc. There's another deck for doors, when opening a door you would draw from that deck, it would include opens, locked, stuck etc. In the dragons lair you got to draw multiple treasure cards but each time you did you had to draw a tile from teh dragon stack (we used to draw from a cup). If you drew a sleeping dragon you were good, if you drew an awake dragon you lost all your treasure and had to go back to one of the 4 enterances.
Each player would take a turn and after that you would advance the sun marker. Once the sun set the game ended. The winner was the player who managed to get out before the sun set and who had the most treasure.
Heroes for Dungeonquest had a ton of new characters and more encounter cards etc. Came with Citadel minis for all the characters which was cool. I had paint markered most of them (we played this before I started to actually paint minis).
Dungeonquest Catacombs had you find certain rooms with stairs down. You could take them and then each turn you drew a catacombs card. Each card counted as moving one space you and you bascially move 'under' the main playboard. The catacombs had some awesome treasure but were tough and you never knew exactly where you would come out. We had figured out they were one of the best ways to exit the castle.
Wake up any memories?
Just thought of one memorable aspect. There were little plastic cones. You used these to track your HP. The archer used one to track ammo and you used a yellow one to track the sun.
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