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Campaign Rules and Scenarios for Dungeon Twister

Christophe Boelinger

We present campaign rules and some scenarios, as well as a complete listing of


characters and objects in all expansions issued to date.

Campaign Rules

For the Dungeon Twister campaign, you'll need to use the 40 characters
which have been released to date. In these campaign rules is a table that lists all
of these characters. It can also be used as a game aid and rule summary for
these characters. Each character can only be chosen once and for only one
scenario. At the beginning of each scenario you indicate in the column "Number
of scenario selected", the number of the scenario in which each character will be
used.
It is recommended that players read all five scenarios before making your
choices, in order to optimize the use of your different characters for each
scenario.
At the end of each scenario, you'll note if your character died, escaped, or
simply survived in the maze.
It is the same for objects -- you can select each object only once during
the entire campaign. Only common objects can be selected multiple times (rope,
key, torch).
As usual, each scenario presents the dungeon plan, the room pairs used,
setup, special rules and victory conditions.
On every dungeon map are listed the room capacities with the number in
the center of the room:
- numbers in white indicate that this room can only contain objects.
- numbers in red indicate that this room can only contain characters.
- numbers in yellow indicate that this room can contain both objects and
characters.
At the end of each scenario you will also note the victory points scored by
each player. At the end of the campaign, after all 5 scenarios, the player scoring
the highest number of VPs is declared winner of the campaign.
It is strongly recommended that all players play this campaign with a
stopwatch, 2 minutes per round, if you're an experienced player (3 minutes per
round for newer players).
Scenario #1 -- Encounter!

Background: A wide maze... Many routes lead to the exit. Clearly it will be
difficult to cover and block all escape routes. But you must try to maintain a clear
path while preventing your opponent from escaping. Easy to say but harder to
do! So choose your first team wisely!

Dungeon Map: All rooms are mixed and placed face down as shown in Figure 1.

Figure 1

1 1 1 1

1 1 1 1

1 1 1 1

Room pairs used for Scenario #1: 5, 19, 8, 13, 15, and 4

Number of Players: 2

Necessary Expansions: This scenario requires the base game and all
expansions.

Starting Team: Each player chooses eight characters from the 40 characters
available on the campaign table. Remember to fill in the column "Number of
scenario selected". Similarly, each player selects six objects from the object list.

Setup: Each player places his eight characters face down on his two starting
lines. After choosing the first player, each player takes turns placing an object in
one of the rooms. The rooms only contain objects.

Victory Conditions: The game is played to 8 VP. Players score VPs for each
character who escapes through the opponent’s starting line, and for each
opposing character killed. If a player no longer has any living characters
(because they are all escaped, dead or wounded) the scenario is over at the end
of that turn, if both players have played an equal number of action cards.
Scenario #2 -- The Great Void

Background: This Dungeon Twister was constructed over a huge chasm of ultra-
gravity. Bridges span this gap and connect the different rooms. Don't get dizzy
when you cross the bridge looking into the bottomless abyss.

Number of Players: 2

Necessary Expansions: This scenario requires the base game and all
expansions.

Dungeon Map: All rooms are mixed and placed face down as shown in Figure 2.

Figure 2

1 0 0 1

3 3

3 3

1 0 0 1

Room pairs used for Scenario #2: 9, 12, 11, 10, 7, and 8

Starting Team: Each player chooses eight characters from the 40 characters
available on the campaign table. Remember to fill in the column "Number of
scenario selected". Similarly, each player selects six objects from the object list.

Setup: Each player places six characters face down on six spots of his choice on
his two starting lines.

Special Rules: The white areas (over the abyss) represent large areas of ultra-
gravity. Flying characters cannot fly over the abyss. A character driven into the
void dies immediately. The mini-starting lines are bridges and can be crossed as
normal terrain. However these squares are not considered normal terrain for
other purposes (no illusions, no teleportation, etc. ...). These bridges can not be
moved or rotated.

Victory Conditions: The game is played to 6 VP. Players score VPs for each
character who escapes through the opponent’s starting line, and for each
opposing character killed. If a player no longer has any living characters
(because they are all escaped, dead or wounded) the scenario is over at the end
of that turn, if both players have played an equal number of action cards.
Scenario #3 -- Exits Enabled

Background: In this Dungeon Twister, certain exits are activated remotely. You
will have to find the triggers that open the way out if you want to save time.

Number of Players: 2

Necessary Expansions: This scenario requires the base game and all
expansions.

Dungeon Map: The pairs of rooms # 22 and # 23 are mixed and placed face
down in the spots with a capacity of 2 tokens. All other rooms are mixed and
randomly placed face down as shown in Figure 3. The white area is stone and is
impassable.

Figure 3

1 1

2 3 2

1 1

2 3 2

1 1

Room Pairs used for Scenario #3: 22, 23, 18, 1, 3, and 2.

Starting Team: Each player chooses eight characters from the 40 characters
available on the campaign table. Remember to fill in the column "Number of
scenario selected". Similarly, each player selects six objects from the object list.
Setup: Each player chooses four characters and places them face down on the
starting line.

Special Rules: When a character (healthy or wounded) is on the blue pit trap
trigger the blue mini starting line exit is activated.
When a character (healthy or wounded) is on the yellow pit trap trigger the
yellow mini starting line exit is activated.

Victory Conditions: The game is played to 5 VP. Characters can exit only
across the mini starting line corresponding to their color. They can not leave on
the starting lines of the opposing color. A character can never enter a mini-
starting line of the opposing color. The players only score VP for characters that
escape. If a player no longer has any unwounded characters (because they are
all gone, dead, or wounded) the scenario ends at the end of turn, if both players
have played an equal number of action cards.
Scenario #4 -- Machiavellian Plan

Background: Your mission, should you choose to accept it, is to bring crucial
plans to the Archmage. They detail his future Dungeon Twisters. It contains new
traps and new mechanisms, which are secret for now. These plans are written in
an old forgotten language which you do not understand, but he will make good
use of them!

Number of Players: 2

Necessary Expansions: This scenario requires the base game and all
expansions.

Dungeon Map: The library room is placed in the central position, face down in a
random orientation.
All other rooms are mixed and placed face down as shown in Figure 4.

Room Pairs used for Scenario #4: 24, 21, 22, 23 and clockwise 16 (placed in the
center)

Figure 4

2 1 2

1 0 1

2 1 2

Starting Team: Each player chooses eight characters from among the 40
characters available on the campaign table. Remember to fill in the column
"Number of scenario selected". Similarly, each player selects six objects from the
object list.

Setup: Yellow uses the yellow and red mini starting lines. Blue uses the blue
and green mini starting lines. Each player places his eight characters face down
on his two starting lines. The rooms contain only objects.
Special Rules: In each library you can find the plans desired by the Archmage
for 1 AP. These libraries do not provide scrolls. You cannot destroy the plans in
any way. Use two neutral scrolls (white square tokens) to represent the plans.

Victory Conditions: The first player carrying the plans who escapes onto an
opponent's mini starting line wins the scenario. There are no other victory points
in this scenario. This counts as a 3-0 victory for the campaign scoring.
Scenario #5 -- Earthquake!

Background: In an area of high seismic activity, the Archmage had the temerity
to construct a new Dungeon Twister. When he teleports 16 adventurers into the
horrible maze, an earthquake of tremendous power is unleashed. It is unknown
when the whole structure will collapse and disappear into the depths of the earth.
This is an additional danger the adventurers will face. Time is running out if they
want to survive and escape this nightmare as it crumbles beneath their feet.

Number of Players: 2
Necessary Expansions: This scenario requires the base game and all expansions.

Dungeon Map: All rooms are mixed and placed face down as shown in Figure 5.
The two cemetery rooms (Pair #20) are located on the sides adjacent to the mini
starting lines.

Figure 5

1 1

2 2

2 2 2 2

2 2

1 1

Room pairs used for Scenario #5: 20, 6, 14, 5, 1, and 15

Starting Team: Each player chooses eight characters from the 40 characters
available on the campaign table. Remember to fill in the column "Number of
scenario selected". Similarly, each player selects six objects from the object list.
Setup: Each player chooses four characters and places them face down on their
starting line.

Special Rules: Whenever a player recycles his action cards, his opponent
removes a portion of the board. The first time, the opponent removes the player’s
starting line. The second time, one of the two rooms adjacent to the opponent's
starting line (marked with a red "1") is removed. After that each "collapse" may
remove any room adjacent to a room already collapsed. The mini starting lines
do not count as sections to remove. When a section collapses, all the characters
and objects in this section die or disappear and the opponent scores the
corresponding VP.
After a room has collapsed, instead of the room there is nothing left. It is
the equivalent of a void.

Victory Conditions: The game is played until the entire labyrinth has been
engulfed by the earthquake.
A player scores a VP when one of his characters escapes onto a mini-
starting line or the starting line of the opposing color.. You also earn a VP
whenever an opposing character dies, no matter what the cause of death.

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