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Dungeon Twister» Forums » Rules

Subject: Starting Line rss

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Phil Thron
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Just got this game and played one session with my wife. Both of us loved it, though I see from some threads that we did several things incorrectly, which will be rectified during our next session.

Anyway, about the starting lines: are they considered horizontal corridors with individual spaces that each require a movement point? This obviously becomes important when the closest rooms are revealed and the open spaces don't line up with one of your standing characters.

Though this is a strategy question, do you find that you hold back several characters for later stages in the game? Just curious about the strategies of more experienced players.

Thanks for your input...
 
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Eric Harlaux
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Yes, the starting lines are one square corridors. The moment one of your characters enters a square from your opponent's line, he is out of the dungeon.

As for keeping characters back, I tend to keep my bruisers behind to try and deal with my opponent's pesky runners. but that's just me
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Phil Thron
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Thanks for the reply. To clarify though, if I want one of my characters to enter into a room, they have to move horizontally until they are directly in front of an open passageway, correct?
 
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L. Scott Johnson
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Correct. You cannot move through a wall, even from the starting line.
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Olivier Lamontagne
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PThron wrote:
Though this is a strategy question, do you find that you hold back several characters for later stages in the game? Just curious about the strategies of more experienced players.


You can win the game even if character stay on the starting line all the game and never move, in almost all my games, at least one character never moves during all the game, intimidating the opponent, blocking the exit, or back-up if the situation turns pretty bad, or really useless.

I don't consider you must move all characters, I prefer strenghten good positions or score points. If your goblin is safe on the starting grid and the rest of your team is doing well, don't bother with the gob, it's a waste of AP (unless you want to do the sleeper strategy).

And on rare occasions, a game can also end with a room or two unrevealed. cool
 
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Eric Franklin
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PThron wrote:
Though this is a strategy question, do you find that you hold back several characters for later stages in the game? Just curious about the strategies of more experienced players.

Thanks for your input...


I've found that, more often than not, my Warrior spends the majority of the game standing on the starting line, next to my Cleric.

Later in the game, the Warrior will sometimes escort my Cleric up-field, but not always.

Eric
 
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Don Sikes
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Rulemonger wrote:
Correct. You cannot move through a wall, even from the starting line.


How about the Wall-Walker? I think I read in here that she can't reveal a room, but can she walk thru a wall into a room from the starting line that has already been revealed?


 
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Eric Franklin
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Fardog wrote:
Rulemonger wrote:
Correct. You cannot move through a wall, even from the starting line.


How about the Wall-Walker? I think I read in here that she can't reveal a room, but can she walk thru a wall into a room from the starting line that has already been revealed?


Yes she can. And she can reveal rooms, just not through a wall. Any character who is adjacent to an unrevealed room with clear line of sight into it may reveal it for 1 AP.

Eric


Edit: Spelling ("Wall not Well")
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