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Dungeonquest可能不是最好的地牢爬車遊戲研討會所製作的最好的,但這是最困難的,如果有任何事情。
DungeonQuest might not be the best dungeon crawler Games Workshop has produced, but it is the most difficult, if that counts for anything.
DungeonQuest可能不是最好的地牢爬車遊戲研討會所製作的最好的,但這是最困難的,如果有任何事情。
Games Workshop has released plenty of dungeon-crawling board games. There’s Warhammer Quest: Lost Relics, and even Cursed City, if you were lucky enough to grab a copy. But Games Workshop has been tackling dungeon crawlers for a long time. Fortunately, they’ve gotten more balanced with time.
Games Workshop發行了許多《地牢爬行棋盤遊戲》。有戰鎚的任務:失去的文物,甚至是被詛咒的城市,如果您幸運地抓住了一份副本。但是,很長一段時間以來,Games Workshop一直在處理地牢爬行者。幸運的是,他們與時間變得更加平衡。
DungeonQuest was originally a Swedish game called Drakborgen before it was handed off to Games Workshop in 1985. It’s your typical competitive dungeon-crawling game with a modular board, but DungeonQuest has a trick up its sleeve: it’s almost impossible to win! Fun!
DungeonQuest最初是一款名為Drakborgen的瑞典遊戲,然後在1985年被交給Games Workshop之前。這是您典型的帶有模塊化板的競爭性競爭性地牢爬行遊戲,但DungeonQuest的袖子卻很挑剔:幾乎不可能贏得勝利!樂趣!
DungeonQuest Overview
DungeonQuest概述
The goal of each player in DungeonQuest is to rush into the dragon’s dungeon, grab some treasure and make it out alive. Whichever player can do all of those things and has the most treasure wins! But it’s that last step of “make it out alive” that’s the problem. The main board of the game is a blank grid and players start in separate corners. As they move into a blank space on the board, they will place a dungeon tile there. The dungeon tiles can be hallways, normal rooms, special rooms, or traps.
DungeonQuest中每個玩家的目標是趕入龍的地牢,抓住一些寶藏並使其活著。無論哪個玩家都可以做所有這些事情,並獲得最多的寶藏勝利!但是,正是“使它活著”的最後一步就是問題。遊戲的主板是空白的網格,玩家從單獨的角落開始。當他們進入木板上的空白空間時,他們將在那裡放置一個地牢瓷磚。地牢瓷磚可以是走廊,普通房間,特殊房間或陷阱。
Each round, a counter moves forward on the sun track. This represents the amount of daylight left. Once the counter reaches the final space on the sun track, the sun sets and monsters overrun the dungeon killing everyone inside. Any players left in the dungeon die. This is the first of many major hurdles of the game.
每一輪,一個櫃檯都在太陽軌道上向前移動。這代表了剩下的日光。一旦櫃檯到達太陽軌道上的最終空間,太陽和怪物越過地牢佔領了地牢,殺死了所有人。在地牢中留下的任何球員都死了。這是遊戲的許多重大障礙中的第一個。
As players move through the dungeon they will encounter room tiles. When a room tile is drawn, the player then draws a room card to find out what they encounter in that room. Sometimes the room will be empty, other times they will find a monster. Combat in DungeonQuest uses a rock-paper-scissors style approach, with a results table showing the damage dealt, rather than it being one-hit kills.
當玩家穿越地牢時,他們將遇到房間瓷磚。當繪製房間瓷磚時,玩家會畫一張房間卡以找出他們在那個房間遇到的東西。有時房間會空的,其他時候他們會找到一個怪物。 DungeonQuest中的戰鬥使用了岩紙剪裁的樣式方法,結果表顯示了造成的傷害,而不是一擊殺人。
In addition to monsters, players can run into traps. Like the bottomless pit trap, which kills the player instantly if they fail a single die roll! Or the rotating room trap which can trap the player permanently and they die! Or maybe you’ll find a secret door, but secret doors are one-way, so you might end up trapped with no way out and die! Sensing a theme yet?
除了怪物外,玩家還可以陷入陷阱。就像無底的坑陷阱一樣,如果玩家失敗了,它會立即殺死該陷阱!或可以永久捕獲玩家並死亡的旋轉房間陷阱!或者,也許您會發現一扇秘密的門,但是秘密門是單程的,所以您可能最終被困在沒有出路而死亡的情況下!感覺一個主題了嗎?
The Real Treasure Was the Gold We Found Along the Way
真正的寶藏是我們沿途發現的黃金
But suppose you get to the dragon’s hoard, now what? You draw 2 treasure tokens at random. They are usually in the range of a few hundred GP, but maybe you’ll find the 4500 GP token, which is leagues beyond the wealth of any other token! But of course, grabbing treasure isn’t that easy. It is a dragon’s hoard, after all. When a player grabs any treasure, they draw from the dragon token pile. There are 10 of these tokens–9 show the sleepy dragon and 1 shows the dragon awoken.
但是,假設您到達龍的ho積了,現在呢?您可以隨機繪製2個寶藏令牌。它們通常在幾百gp的範圍內,但也許您會發現4500 GP令牌,這是超出其他代幣財富的聯盟!但是,當然,搶寶藏並不容易。畢竟,這是龍的ho積。當玩家抓住任何寶藏時,他們會從龍令牌堆中抽出來。這些令牌中有10個–9顯示了昏昏欲睡的龍,其中1個顯示了龍醒了。
Each time any player draws a token, it is discarded, so the odds of awakening the dragon increase with time. So don’t be the last player to the hoard. If a player draws the awoken dragon token, they take d12 damage and drop all their treasure. And even the Knight has 17 health in total. So, considering all the damage they would have taken on the way in, this will almost certainly kill them.
每當每個玩家繪製一個令牌時,它都會被丟棄,因此喚醒龍會隨著時間而增加的機率。因此,不要成為ho積的最後一個球員。如果玩家繪製了醒目的龍令牌,他們會造成D12傷害並放棄所有寶藏。甚至騎士總共有17個健康狀況。因此,考慮到他們在途中遭受的所有損害,這幾乎可以肯定會殺死他們。
But even with the treasure in hand, the players must escape the dungeon before they can claim victory. With rooms of darkness, torches randomly going out, and portcullis traps all slowing down the player’s progress, getting out before the sun sets is no small feat. But once the sun does set, any surviving players (if any) count up their treasure and whichever player has the most treasure wins!
但是,即使有了寶藏,玩家也必須逃脫地牢,然後才能獲得勝利。隨著黑暗的房間,火炬隨機熄滅,Portcullis捕獲了球員的進步,在太陽落山之前就脫穎而出並不是一件小事。但是,一旦太陽落山,任何倖存的球員(如果有的話)都會算出他們的寶藏,無論哪個球員都獲得最多的寶藏!
Final Thoughts
最後的想法
The people who play DungeonQuest love it, and I understand why. It’s not a game you play to win. It’s a game you play for the story. This was released during the era of 1st edition Dungeons & Dragons when it was the players versus the DM and “rocks fall, everyone dies” was a viable play by the DM.
玩DungeonQuest的人喜歡它,我明白為什麼。這不是您要贏的遊戲。這是您為故事玩的遊戲。這是在第一版《地牢與龍》(Dungeon&Dragons)的時代發行的,當時它是球員與DM和“ Rocks Fall,每個人死亡”的時代,這是DM的可行戲劇。
DungeonQuest is not about who wins or loses, but who had the most gloriously entertaining death.
DungeonQuest並不是關於誰獲勝或失敗,而是誰擁有最光榮的死亡。
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