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  • Can move onto another team member and "push" that team member aside

    • "pushing" propagates if multiple team members are clumped-up

  • revealing a tile:

    • must immediately place it so the entrance connects

    • if not possible (?)

      • put tile under the tile pile

      • or place it in anywhere that is possible

    • reveal doors of that tile

      • doors could be:

        • closed & locked = must pick lock / breach door, can be opened/closed

        • closed = can be opened/closed

        • open = reveal another tile and connect it to this door, can be closed/opened

        • no door = reveal another tile and connect it to this door

  • (WIP) revealing enemy count:

    • roll for every 4 square of the room = +1 max enemy count e.g.:

      • 2x2 = 4 sq = 1 max enemy

      • 2x3 = 6 sq = 1d3 - 1

      • 3x5 = 15 sq = 3d3 - 1

  • (WIP) revealing enemy count2.0:

    • a tile has enemy count written on it and how may dice to roll

      • including whether the tile can have no enemies

    • e.g.:

      • 1d3, enemy spawns for each 2+

      • 2d3, enemy spawns for each 2+

      • 1d6 enemies (at least 1, at most 6)

  • revealing enemy types:

    • draw cards

  • revealing enemy position:

    • use application/tool to randomize

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