last request
Well-Known Member
- Joined
- Jan 18, 2015
- Messages
- 2,387
- Reaction score
- 679
- Points
- 113
- Supports
- Aston Villa
This is a game where you will battle bosses to obtain the treasure you need to escape from THE HAUNTED WOODS!
The bosses will represented by challenges such as quizzes or by selecting the right equipment to turn dice rolls in your favour.
How to win – Be the first team to get to the exit with at least 1 exit key and at least 2 treasures.
This game started on a different forum. Find details of what happened in turns 1 + 2 here: http://www.mafiauniverse.com/forums/threads/3633-THE-HAUNTED-WOODS
Indiana Jones BR12
Dave
hodge
CrimsonFox [MafiaUniverse.com]
£70
axe x0
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
scuba gear x 1
Shotgun
1 x Shotgun Bullets
1 x Silver Shotgun Bullets
1 x Mushroom
3 x Dungeon Guard
6 x Hex Spell
TREASURE x1
Harry Potter BR10
PaulH
£310
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
rare candy x1
mushroom x1
scuba gear
hex spells x 3
shotgun
shotgun bullets x2
Bicycle: movement dice 1-8
Link BR11
Veggie Legs
Magpie Bee
Techno Natch
npstr [MafiaUniverse.com]
£630
axe x2
fire x2
food x1
grappling hook x2
net x1
rope x2
shield x2
sword x2
shotgun bullets x3
silver shotgun bullets x2
TREASURE x1
Lara Croft BR10
SpankGangsta [MafiaUniverse.com]
£300
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
Howard BR10
Panther [MafiaUniverse.com]
Rammy
£420
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
John Locke BR12
Leewilson
Spirederman
£200
axe x2
fire x2
food x2
grappling hook x 1
net x2
rope x2
shield x2
sword x2
Scuba gear x 1
Shotgun x1
Shotgun Bullet x2
Hex x1
Mushroom x1
Dungeon Guard x1
Dungeon Key x1
ancient amulet (£100 when sold to Merchant).
TREASURE X1
epic73 BR10
epic73
£200
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
axe x1
fire x1
food x1
grappling hook x1
net x1
rope x1
shield x1
sword x1
Boss Locations
The Temple of Martyrs - Raging Mummy [challenge]
The Mud Palace - Cantankerous Gnome [15 BR] - defeated by Locke
The Shadowed Graveyard - Jason Vorhees [BR 21] - defeated by Indy
The Abandoned Museum - Spooky Masks [challenge] - won by Locke
The Hall of Mirrors - Vigo [challenge]
The Brutal Labyrinth
The Bleeding Cave - Cockroach thing from men in black [BR 26]
The Well of Doom
The Menacing Mansion - Go Compare Prick [challenge] - defeated by Link
The Giant Tree
The Underwater Castle
The Screaming Tower - Flying Werwolf [BR 28]
The Mud Palace - Cantankerous Gnome [15 BR] - defeated by Locke
The Shadowed Graveyard - Jason Vorhees [BR 21] - defeated by Indy
The Abandoned Museum - Spooky Masks [challenge] - won by Locke
The Hall of Mirrors - Vigo [challenge]
The Brutal Labyrinth
The Bleeding Cave - Cockroach thing from men in black [BR 26]
The Well of Doom
The Menacing Mansion - Go Compare Prick [challenge] - defeated by Link
The Giant Tree
The Underwater Castle
The Screaming Tower - Flying Werwolf [BR 28]
THE MERCHANT
FOR SALE:
Any starting piece of equipment: £20
Scuba gear: £20
shotgun: £50
shotgun bullets: £20 each
silver shotgun bullets: £30 each
Rare Candy: £90 each
Mushroom: £40 [ONLY 3 LEFT!]
Dungeon Key: £50
Dungeon Guard: £40 [SOLD OUT!]
Hex Spell: £10 [ONLY 3 LEFT!]
Pickpocket’s glove: £400
Items of Treasure: SOLD OUT! [Will cost £600 if someone sells one to the merchant]
MERCHANT WILL BUY FROM YOU:
Any starting piece of equipment: £10
Shotgun: £35
Shotgun bullets: £15
Silver Shotgun bullets: £20
Dungeon Key: £30
Dungeon Guard: £20
Hex Spell: £5
Pickpocket’s Glove: £240
Any piece of treasure (does not include Golden Keys or Cobra): £500
What are you sellin? – There may be other items you can pick up during the game which can be sold to the merchant!
Any starting piece of equipment: £20
Scuba gear: £20
shotgun: £50
shotgun bullets: £20 each
silver shotgun bullets: £30 each
Rare Candy: £90 each
Mushroom: £40 [ONLY 3 LEFT!]
Dungeon Key: £50
Dungeon Guard: £40 [SOLD OUT!]
Hex Spell: £10 [ONLY 3 LEFT!]
Pickpocket’s glove: £400
Items of Treasure: SOLD OUT! [Will cost £600 if someone sells one to the merchant]
MERCHANT WILL BUY FROM YOU:
Any starting piece of equipment: £10
Shotgun: £35
Shotgun bullets: £15
Silver Shotgun bullets: £20
Dungeon Key: £30
Dungeon Guard: £20
Hex Spell: £5
Pickpocket’s Glove: £240
Any piece of treasure (does not include Golden Keys or Cobra): £500
What are you sellin? – There may be other items you can pick up during the game which can be sold to the merchant!
Map
Detailed Rules
How to win – Be the first team to get to the exit with at least 1 exit key and at least 2 treasures. Do that for eternal glory and a place in LR's Hall of Fame!
How to get keys and treasures – The following 12 locations on the board above are home to some kind of monster. Defeat this boss to win the treasure located there. 6 bosses are represented by challenges. 6 bosses are represented by “dice battles”. These will be similar to those seen in the excellent “Wars” games that Oaf has brought to 1FF.
The Temple of Martyrs
The Mud Palace
The Shadowed Graveyard
The Abandoned Museum
The Hall of Mirrors
The Brutal Labyrinth
The Bleeding Cave
The Well of Doom
The Menacing Mansion
The Giant Tree
The Underwater Castle
The Screaming Tower
There are 12 treasures which have been distributed randomly, 1 to each of the above locations. The 12 treasures consist of 2 Exit Keys, 9 treasures, 1 Cobra.
The 9 treasures are:
The Runesword
The Crown of Glory
The Holy Chalice
The Ring of Power
The Chain of Truth
Hand of Midas
Flying Carpet
The Dagger of Time
Magic Lamp
Some of these have special powers. You need at least 3 treasures and at least 1 Exit Key in order to escape the Haunted Woods [must travel to exit as well]. The Cobra is the booby prize. If you obtain this, you will have to waste time dropping it off at the Snake Pit before you can escape from the Haunted Woods.
Starting stats and equipment.
6 Boss Battles are dice battles. All characters start with 10BR [battle rating]. This means when they face a boss they will score randomly from 1-10. If this is higher than the bosses’ BR score they defeat the boss.
Every time a character defeats a boss (via a challenge or dice battle) they gain 1BR.
Every time a dice battle boss is victorious that boss will gain 1BR.
Each character also starts with 1 of each of the following equipment:
axe
fire
food
grappling hook
net
rope
shield
sword
Each boss is vulnerable to at least one type of equipment and receives minus 2BR per item if team decides to use said item(s) against it. If a team decides to use equipment against a boss, they will be told if it was a boss weakness after the fight is over in the PM.
Teams also start with £200 plus bonuses won from the starter challenges.
Moving around the board.
Each character starts with a movement dice numbered 1-6. At the start of each turn I will post what everyone has rolled. There will be a deadline by which time you have to PM me which space you want to move to. You cannot go back on yourself during the same turn.
Black Daggers & Boss/Event Locations
You will see on the board pic Black Dagger spaces lettered A, B or C. The letters do not mean anything, they are purely for reference. If you step on one, you automatically advance to that boss/event location (they always end your turn) and face that boss (if boss/event is still active). So you don’t have to roll an exact number to advance to a boss, you just have to roll enough to reach the black dagger.
When exiting a boss/event location that is active, unless you roll a 1 you pass over the black dagger like a normal square. If you roll a 1 you must fight the boss again or go to that event location again (even if the boss has been defeated).
During the second part of the turn, if any characters have a boss battle to fight or are involved in some other event, these happen. Lose a boss fight and you are sent to that location’s dungeon. Dungeon’s require specific dice rolls to escape without penalty.
Dungeons (getting locked in one)
If sent to dungeon you need to roll a 6 or higher with your movement dice to escape on your next turn. If you manage to escape, you can choose any route out from the boss location, counting the black dagger as your 1st space.
If you fail to roll 6 or higher….
….on your first turn in the dungeon you can choose to sacrifice 5 pieces of equipment of your choice to move away immediately anyway with what you just rolled.
….on your 2nd turn in the dungeon the same applies but it will cost you just 3 pieces of equipment.
…on the third (or more) turn spent in a dungeon, the same applies but it will cost you just 1 piece of equipment.
Demon King
The Demon King moves at the end of the event phase. He moves to a square selected at random which can be any square on the board except for black dagger spaces, event locations and dungeons.
If he lands on the same space as a character, or within 2 spaces adjacent to a character, they are sent to one of the dungeons selected at random. Characters on event location squares and already in dungeons cannot be affected by the Demon King.
How to get keys and treasures – The following 12 locations on the board above are home to some kind of monster. Defeat this boss to win the treasure located there. 6 bosses are represented by challenges. 6 bosses are represented by “dice battles”. These will be similar to those seen in the excellent “Wars” games that Oaf has brought to 1FF.
The Temple of Martyrs
The Mud Palace
The Shadowed Graveyard
The Abandoned Museum
The Hall of Mirrors
The Brutal Labyrinth
The Bleeding Cave
The Well of Doom
The Menacing Mansion
The Giant Tree
The Underwater Castle
The Screaming Tower
There are 12 treasures which have been distributed randomly, 1 to each of the above locations. The 12 treasures consist of 2 Exit Keys, 9 treasures, 1 Cobra.
The 9 treasures are:
The Runesword
The Crown of Glory
The Holy Chalice
The Ring of Power
The Chain of Truth
Hand of Midas
Flying Carpet
The Dagger of Time
Magic Lamp
Some of these have special powers. You need at least 3 treasures and at least 1 Exit Key in order to escape the Haunted Woods [must travel to exit as well]. The Cobra is the booby prize. If you obtain this, you will have to waste time dropping it off at the Snake Pit before you can escape from the Haunted Woods.
Starting stats and equipment.
6 Boss Battles are dice battles. All characters start with 10BR [battle rating]. This means when they face a boss they will score randomly from 1-10. If this is higher than the bosses’ BR score they defeat the boss.
Every time a character defeats a boss (via a challenge or dice battle) they gain 1BR.
Every time a dice battle boss is victorious that boss will gain 1BR.
Each character also starts with 1 of each of the following equipment:
axe
fire
food
grappling hook
net
rope
shield
sword
Each boss is vulnerable to at least one type of equipment and receives minus 2BR per item if team decides to use said item(s) against it. If a team decides to use equipment against a boss, they will be told if it was a boss weakness after the fight is over in the PM.
Teams also start with £200 plus bonuses won from the starter challenges.
Moving around the board.
Each character starts with a movement dice numbered 1-6. At the start of each turn I will post what everyone has rolled. There will be a deadline by which time you have to PM me which space you want to move to. You cannot go back on yourself during the same turn.
Black Daggers & Boss/Event Locations
You will see on the board pic Black Dagger spaces lettered A, B or C. The letters do not mean anything, they are purely for reference. If you step on one, you automatically advance to that boss/event location (they always end your turn) and face that boss (if boss/event is still active). So you don’t have to roll an exact number to advance to a boss, you just have to roll enough to reach the black dagger.
When exiting a boss/event location that is active, unless you roll a 1 you pass over the black dagger like a normal square. If you roll a 1 you must fight the boss again or go to that event location again (even if the boss has been defeated).
During the second part of the turn, if any characters have a boss battle to fight or are involved in some other event, these happen. Lose a boss fight and you are sent to that location’s dungeon. Dungeon’s require specific dice rolls to escape without penalty.
Dungeons (getting locked in one)
If sent to dungeon you need to roll a 6 or higher with your movement dice to escape on your next turn. If you manage to escape, you can choose any route out from the boss location, counting the black dagger as your 1st space.
If you fail to roll 6 or higher….
….on your first turn in the dungeon you can choose to sacrifice 5 pieces of equipment of your choice to move away immediately anyway with what you just rolled.
….on your 2nd turn in the dungeon the same applies but it will cost you just 3 pieces of equipment.
…on the third (or more) turn spent in a dungeon, the same applies but it will cost you just 1 piece of equipment.
Demon King
The Demon King moves at the end of the event phase. He moves to a square selected at random which can be any square on the board except for black dagger spaces, event locations and dungeons.
If he lands on the same space as a character, or within 2 spaces adjacent to a character, they are sent to one of the dungeons selected at random. Characters on event location squares and already in dungeons cannot be affected by the Demon King.
See below for rules cont.[/S]
Last edited: