Welcome to The Dungeon! I am your Dungeon Master. Your goal is to delve deep into the cavernous abyss to face the mighty Lich Queen. She awaits you in the deepest level of the dungeon, but she has many minions protecting her. Fear not, for you are not alone in this quest. There are many others who shall join you - some to help...some to harm. Do you have what it takes to be named Dungeon Champion?
The Dungeon is a forum game/contest with elements of both traditional RPGs and strategy games. The Dungeon's rounds are held twice every week. Players submit cards according to the criteria and a score will be given to them on a scale of 0 - 50. Players advance to the next level after they have accumulated enough points. Once the first player advances past the final level, the game ends and that player is declared the winner.
You may join at any time. You may leave at any time. You do not have to feel obligated to participate in every round. Missing a round here or there will not affect your progress very much so feel free to drop in and out of the game as you will.
Rounds are held on Mondays and Thursdays, local time (UTC - 6:00), and last for two days each. Round scores are posted on Wednesdays and Saturdays. Nothing happens on Sunday.
Each level has a minimum number of points you must have in order to advance to the next level. For example, levels 1-10 require you to have a minimum of 50 points to advance to the next level, so by level 10 you would need to have at least 500 points to advance to level 11.
You can only go down in the Dungeon, not up. So if you were on the second level and your score was reduced below 51, you would remain on the second level. There are certain effects that can change this rule.
Every 10 levels, there is a mini-boss. In addition to having enough points to advance to the next level, the score for your submitted card must meet a minimum score (not known by you). The difficulty of these mini-bosses increase until you finally reach the final level and face the Lich Queen herself!
Traps: It's a trap! Every round, there is a chance you will trigger a trap. Traps have all variety of effects but usually they just make you lose some points. Some traps affect only the person that triggers them and some affect everyone on the level.
Treasure: Shiver me timbers!
The exact opposite of a trap. Every round, there is a chance you will find treasure. Treasure comes in two forms - gold gives you bonus points; and items, which are powerful tools that will help you in your journey.
Items: They're totally cool.
Items are awesome. They help you in lots of cool ways. There are three types of items - weapons, armor, and trinkets.
Weapons - You may have only have 1 weapon equipped at a time. Most weapons have an "Active" ability, meaning you need to declare you're using it. (See the next section on Passive vs Active)
Armor - You may have only 1 armor equipped at a time. Most armor has a "Passive" ability, meaning you don't need to do anything other than equip it. (See the next section on Passive vs Active)
Trinkets - You may have only 2 trinkets equipped at a time. Trinkets do everything else that weapons are armor don't, such as granting free abilities.
Inventory - Any item you do not have equipped is in your Inventory. You may have only 4 items in your inventory. If you have more than 4, your bag becomes too heavy for you to carry and you cannot advance to the next level until you equip an item or declare you are dropping it.
IMPORTANT: Items you find are automatically placed in your inventory. You must declare you are a equipping/unequipping an item in order for that change to happen. Items in your inventory do not have any effect. Items must be equipped in order for them to work.
Skills: Girls only want boyfriends who have great skills. Skills assist you on your way through the dungeon and can be purchased using points. You cannot get rid of a skill once it is purchased and the effect will always be active, so be careful before committing yourself to buying one.
From time to time, you may manage to get yourself a special skill. How you obtain a special skill, you'll never know, and you'll often never know what it actually does, but this section of this post will be updated whenever a player obtains one.
IMPORTANT: Each player starts with four skill slots. You gain a new skill slot every time you advance ten levels. You can't have more skills than you have skill slots. Special skills do not take up skill slots; they have their own limit.
A list of purchasable skills and their effects follows -
Name
Description
Cost
Requirement
Passive vs Active
Leader's Curse
You lose 10 pts each round. This skill cannot be purchased
0 pts
-
Passive
Loser's Luck
You gain 10 pts each round. This skill cannot be purchased.
0 pts
-
Passive
Gyrados Power
You gain 15 pts each round. This skill cannot be purchased.
0 pts
-
Passive
Magikarp Power
You have a 5% chance each round of losing Magikarp Power and gaining Gyrados Power.
100 pts
-
Passive
High Roller
You have a 5% chance each round of gaining 100 pts. This skill may be taken multiple times.
200 pts
-
Passive
Dragon Scales
You prevent the first 10 pts of damage taken each round. This does not stack with Toughness.
250 pts
Level 10
Passive
Big Bolt
Once per round, you may deal 10 pts of damage to any player. This replaces Bolt.
250 pts
Level 10
Active
Mighty Cleave
Once per round, you may deal 10 pts of damage to each other player on the same level as you. This replaces Cleave.
250 pts
Level 10
Active
Merciless Mug
Once per round, you may deal 10 pts of damage to any player on the same level and gain pts equal to dmg dealt. This replaces Mug.
250 pts
Level 10
Active
Great Smite
Once per week, you may deal 30 pts of damage to any player. This replaces Smite.
250 pts
Level 10
Active
Vampire
You lose 5 pts each round. Once per round, you may deal 10 pts of dmg to a non-Vampire player on the same level and gain 10 pts.
300 pts
Level 10
Passive/Active
Werewolf
You lose 5 pts each week. Once per week, you may deal 10 pts of damage to each player on the same level.
300 pts
Level 10
Passive/Active
Trap Magnet
You are 50% more likely to trigger a trap.
250 pts
Level 20
Passive
Walking Disaster
You are 25% more likely to trigger a trap and traps you trigger effect everyone on the same level.
300 pts
Level 20
Passive
Skill Master
You gain 2 additional skill slots.
400 pts
Level 20
Passive
Treasure Master
You have a 25% greater chance of finding treasure.
350 pts
Level 30
Passive
Multiclass
You gain the abilities of a different class. This skill may be taken multiple times.
350 pts
Level 30
Passive
Teleportation
Once per week, you may move to a level with a player in it within 2 levels of you.
500 pts
Level 30
Active
Phasing
Other players' skills, abilities, and items have a 50% chance of not effecting you.
500 pts
Level 40
Passive
Negator
Once per round, you may pay 50 pts. If you do, other players on the same level cannot advance this round.
500 pts
Level 40
Active
Abilities: (Passive vs Active) Class abilities, items, and skills are all assigned one of three categories: Active, Passive, or Active/Passive.
Active - You must declare you are using this ability/item/skill in order for it to happen. If you don't, it doesn't happen. If you have multiple active abilities you are using, you need to declare each separately. Some abilities require you to declare a target, this is a required part of declaring you are using the ability.
Passive - This ability just happens, whether you like it or not. No work is required on your part.
Passive/Active. This ability has two parts to it, an active AND a passive ability. The active ability must be declared, the passive ability just happens.
IMPORTANT: Items in your inventory do not have any effect. Items must be equipped in order for them to work.
Before beginning the game, each player must declare what class they will be playing. You cannot change your class, so be careful before committing yourself to one. Each class has its own strengths and weakness. Choose wisely!
Cleric (Clr)-
Ability
Description
Passive vs Active
Prayer
If you miss a round, you automatically gain 25 pts, but cannot advance.
Passive
Smite
Once per week, you may deal 20 pts of damage to any player.
Active
Fighter (Ftr)-
Ability
Description
Passive vs Active
Toughness
You prevent the first 5pts of damage taken each round.
Passive
Cleave
Once per round, you may deal 5 pts of damage to each other player on the same level as you.
Active
Rogue (Rog)-
Ability
Description
Passive vs Active
Lightfooted
You have a 15% less chance of triggering a trap.
Passive
Mug
Once per round, you may deal 5 pts of damage to player on the same level and gain life equal to the dmg dealt.
Active
Wizard (Wiz)-
Ability
Description
Passive vs Active
Arcane Curse
You lose 2 pts each round.
Passive
Bolt
Once per round, you may deal 7 pts of damage to any player.
Player 1's Character Sheet Wiz (33) - 2334 pts Class Abilities (1/1):
Arcane Curse
You lose 2 pts each round.
Passive
Skills (2/4): Big Bolt Treasure Master Special Skills (0/2): NONE Weapon (1/1):
Goblin Bomb
Once per round, you may deal 1 pt of dmg to every person on the same level.
Active
Armor (1/1):
Feather Hat
Once per round, prevent the next 1 dmg.
Passive
Trinkets (1/2):
Awesome Sauce
Once per round, you gain 1 pt.
Passive
Inventory (2/4):
Training Sword
Once per round, you may deal 0 pts of dmg to a person on the same level.
Active
Training Outfit
Once per round, prevent the next 0 dmg.
Passive
------------------------------------------------------------------------------------------------------------------------------- ROUND CRITERIA: Design a card based off a Dungeons & Dragons class (any edition).
Spiteful Soloist Creature - Human Bard Spiteful Soloist gets +3/+3 if there are no other Bard creatures on the battlefield. : Destroy target Bard creature. The song of vanity is out of tune with the chorus of the universe. It is only beautiful to the one playing it. 1/1
I will Big Bolt Player 4. I will toss a Goblin Bomb.
Card Score - 38/50 Your Arcane Curse causes you to lose 2 pts! Your Awesome Sauce gives you 1 pt! Player 1's Goblin Bomb hits you for 1 dmg! Your Feather Hat prevented 1 dmg! Player 2's Cleave hits you for 5 dmg! Player 3's Short Bow hits you for 1 dmg! You triggered a trap! Small Spike Trap hits you for 1 dmg! Final Round Score - 30
I'm a fairly busy person. I work five days of the week, eight hours of the day, starting at eight-thirty in the morning. When I'm not at work I'm spending time with my family or playing Magic. Most of my day is booked. I'll try to grade these as often as possible but I hope you'll be understanding if things get delayed once in a while. Thank you.
Q: Is it possible for a player to have a negative point value? A: No, you cannot have negative points.
Q: When can I start using abilities? How often does "once a week" happen? A: Players can begin using Active abilities after reaching level 4. Any ability that is "Once a week" has its timer reset every Sunday.
Q: What's your grading scale? A: You will (usually) be graded based on this rubric, which I totally stole from somewhere:
One color - list that color: (ubrg), (w) (brg), (wu) (rg), (wub) (g), or (wubr) Two "ally" (i.e. adjacent) colors - start in the empty space, then move clockwise: (brg) , (rgw) , (gwu) , (wub) , or (ubr) Two "enemy" (i.e. not adjacent) colors - start in the larger of the two empty spaces, then move clockwise: (rg) (u) , (gw) (b) , (wu) (r) , (ub) (g) , or (br) (w) Three "ally" colors (Alara shards) - start in the empty space, the move clockwise: (rg) , (gw) , (wu) , (ub) , or (br) Three "wedge" colors (two adjacent and one away from the other two) - start with the "enemy" color, then move clockwise: (u) (g), (b) (w), (r) (u), (g) (b), or (w) (r) Four colors - start in the empty space, then move clockwise: (g) , (w) , (u) , (b) , or (r) Five colors - start with white, then move clockwise:
One color - list that color: (ubrg), (w) (brg), (wu) (rg), (wub) (g), or (wubr) Two "ally" (i.e. adjacent) colors - start in the empty space, then move clockwise: (brg) , (rgw) , (gwu) , (wub) , or (ubr) Two "enemy" (i.e. not adjacent) colors - start in the larger of the two empty spaces, then move clockwise: (rg) (u) , (gw) (b) , (wu) (r) , (ub) (g) , or (br) (w) Three "ally" colors (Alara shards) - start in the empty space, the move clockwise: (rg) , (gw) , (wu) , (ub) , or (br) Three "wedge" colors (two adjacent and one away from the other two) - start with the "enemy" color, then move clockwise: (u) (g), (b) (w), (r) (u), (g) (b), or (w) (r) Four colors - start in the empty space, then move clockwise: (g) , (w) , (u) , (b) , or (r) Five colors - start with white, then move clockwise:
One color - list that color: (ubrg), (w) (brg), (wu) (rg), (wub) (g), or (wubr) Two "ally" (i.e. adjacent) colors - start in the empty space, then move clockwise: (brg) , (rgw) , (gwu) , (wub) , or (ubr) Two "enemy" (i.e. not adjacent) colors - start in the larger of the two empty spaces, then move clockwise: (rg) (u) , (gw) (b) , (wu) (r) , (ub) (g) , or (br) (w) Three "ally" colors (Alara shards) - start in the empty space, the move clockwise: (rg) , (gw) , (wu) , (ub) , or (br) Three "wedge" colors (two adjacent and one away from the other two) - start with the "enemy" color, then move clockwise: (u) (g), (b) (w), (r) (u), (g) (b), or (w) (r) Four colors - start in the empty space, then move clockwise: (g) , (w) , (u) , (b) , or (r) Five colors - start with white, then move clockwise:
It was revealed to me in a dream. All the cards were in my dream except for three slots which I plugged in as Vault Skirge.
FULL DISCLOSURE: The dream was post AVR so there was a copy of Slayer's Stronghold. I decided to keep it pre AVR in my post here.
EDIT: I just remembered. The Skirges might have been 2x Whipflare and 1x something else, probably War and Peace.
EDIT2: Currently 4-0 in my first four games with this. My opponents have been very angry. I fought off a Wurmcoil from Grixis for six turns before I found my second Dispatch. Jeez, I can do a lot of damage.
EDIT3: Streak broken. Lost to an unexpected Overrun. Cracking a Shrine for 10 wasn't enough.
: Target player skips their next turn. That player gains control of Chrononaut. They spend years learning of ways to end war without including themselves 1 / 1
Official archnemesis of magicpablo666 Host of Reactionary Previous Episodes:Show
Devouring Darkness World Enchantment Cumulative upkeep - Sacrifice a Creature At the beginning of your upkeep, each other player may sacrifice up to four creatures. For each creature less than four a player sacrifices, that player must choose one of Untap, Draw, Main, or Combat he or she has not already chosen this turn. Players skip all instances of the phases they choose until your next upkeep.
EDIT - and I'll mug GizenshaFox
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME -Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round]
Rogue. I feel that there is going to be quite a bit of mugging.
Sanity Reaver | Legendary Creature - Demon Flying, trample, haste Whenever ~ attacks, discard your hand and skip your next draw step. "You've lost your mind? Consider yourself lucky that's all you lost." 5/5
Rip in Existance Sorcery Rip in Existance is all colors. Suspend 5. As long as Rip in Existance has a time counter on it, players skip their upkeep and draw steps.
Ill utilize my Planeswalker spark and call down a Bolt at catowner.
Endama, the Tactician Legendary Creature - Human Soldier First Strike Each player's untap step follows their combat phase. For those not creative enough death quickly approaches. 4/2
Just so there's at least one of each class at the start of this thread, I'll be a Fighter. And I'll also ask: Is it possible for a player to have a negative point value? IE: I'm currently at 0 points and a Rogue mugs me, will I be at -1 (due to Toughness preventing 5 damage) if I don't earn any points in the round?
Endless Delusions Enchantment Whenever a creature deals damage to you, its controller skips his or her next turn.
Rules Advisor as of 8-26-09 Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012 Currently Working on:Show
I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best, I am resilient and tenacious; at worst, I'm uncontrollable and destructive.
Oh, but wait, there were multiple answers that fit my thoughts to some questions. What colors did they say I was?
I am Blue/Green
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.