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Split Stone: This ancient stone has been cut in half. No one knows how this could be possible, but the stones true power can't be unleashed until both sides come together.
Rules: When the summoning stone is picked up count the farthest tile from where the stone was picked up and put the second half of the stone (this can be marked by anything you want). Any hero that has a part of the stone can use their summoner character ability, but cannot summon monsters. When a hero has both sides of the stone the stone becomes one and cannot be split again. A hero must have both parts of the stone to win the game.
Blood Stone: This cursed stone thirsts for the blood of combatants.
Rules: When this stone is in play, whenever a hero kills another hero he/she may warp to the tile of the summoner. If they have an action left they may immediatly start combat.
Artifact Stone (aka. Indiana Jones stone) : This stone sits on a strange altar in the boss lair. It seems like a trap.
Rules: The summoning stone always appears in the Boss Room even if the boss was killed somewhere else. Once the stone is taken the dungeon begins to rattle and cave in. After the last player completes their turn and before the first player begins their summoning action, each player rolls a die. On a 4-6 they avoid the collapsing rooms and falling rocks, on a 1-3 they must either take one damage (a rock fell on them) or must discard one treasure (they tripped and dropped it). If they have no more treasures they must take one damage.
My hope is that these variants will tighten up the endgame and help to eliminate some of the longer *turtling* games that can come up where the summoner and other people just keep fighting monsters to level and the game seems to go on forever. This can also be used with my other Movment Assist variant where a hero can spend one action to move one other hero to their tile from any ajacent tile if the hero agrees to move.
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