In this scenario, you can find the perfect battleground both for your regular matches or deathmatches. The four chambers contain each one a treasure chest, useful for gain more spells. The Trapdoors can change players strategy, helping or damaging it, the big central well restore your energy, but don't abuse it, or you find hard to pay the offers for such great benefit.
All of this placed in a very open map, without obstacles of Line of Sight except of the chamber's walls. Each player start in a corner that choose itself, draw your hand of cards and start the fight!
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SCENARIO MANUAL
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Trap Doors
There are 8 Trapdoors on the field. Each time a wizard or
creature pass through one of this trap, it must roll a die, then it apply an
effect depends on die’s result:
1 - A hot steam cloud explode in the air. Target wizard or creature take 2 phisical damage, then come back 1 square. It turn ends immediately. Target wizard gain 1 DOORKEY
2 - Target
wizard or creature become tangled by vegetable tentacles. It cannot move as
long as those tentacles are destroyed. Tentacles take 2 crack or 1 fire damage
to be destroyed.
3 - Target
wizard or creature it’s teleported in the Trapdoor in front of it on the other
side of the map. If another wizard or creature it’s placed on the arrival
square, the teleport fails and the wizard or creature that activate the trap
suffers 2 phisical damages and gains 1 stun token.
4 - Target
wizard found and gain 1 DOORKEY
Wall Doors
The doors placed of walls are permanently closed, and can be
open by any wizard or creature with a DOORKEY or item that open doors normally
(like Pick Lock). Doors take 3 crack to destroy. When destroyed, target wizard
or creature suffers 3 magical damages.
Holy Well of Fresh Water
The well block movement through it but don’t block Line of
Sight (<LOS>)
When a wizard is adjacent this well, it can choose to drink
the water to regain life points. Drinking from the well gains you 5 life points
and 1 WELL TOKEN.
To drink from the well, you must before pay an offer
discharging spell cards from your hand. The number of spell card you must
discharge to drink the water is equal to 1 + N° of WELL TOKENS you have (i.e.
if you have 2 WT, you must discharge 3 cards). If you cannot afford the offer,
you cannot drink from the well. Drinking from the well it’s not an attack, and
your turn ends immediately.
Treasure Chests
Each time a wizard is in a square with a treasure image, it
can open the chest; target wizard draw 5 cards (apply normal rules about
drawing a cards), then place a personal token on it. Chests can be opened only
once. A wizard can open any number of chests.
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