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Dungeonquest可能不是最好的地牢爬车游戏研讨会所制作的最好的,但这是最困难的,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车游戏研讨会所制作的最好的,但这是最困难的,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发行了许多《地牢爬行棋盘游戏》。有战锤的任务:失去的文物,甚至是被诅咒的城市,如果您幸运地抓住了一份副本。但是,很长一段时间以来,Games Workshop一直在处理地牢爬行者。幸运的是,他们与时间变得更加平衡。
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最初是一款名为Drakborgen的瑞典游戏,然后在1985年被交给Games Workshop之前。这是您典型的带有模块化板的竞争性竞争性地牢爬行游戏,但DungeonQuest的袖子却很挑剔:几乎不可能赢得胜利!乐趣!
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中每个玩家的目标是赶入龙的地牢,抓住一些宝藏并使其活着。无论哪个玩家都可以做所有这些事情,并获得最多的宝藏胜利!但是,正是“使它活着”的最后一步就是问题。游戏的主板是空白的网格,玩家从单独的角落开始。当他们进入木板上的空白空间时,他们将在那里放置一个地牢瓷砖。地牢瓷砖可以是走廊,普通房间,特殊房间或陷阱。
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.
每一轮,一个柜台都在太阳轨道上向前移动。这代表了剩下的日光。一旦柜台到达太阳轨道上的最终空间,太阳和怪物越过地牢占领了地牢,杀死了所有人。在地牢中留下的任何球员都死了。这是游戏的许多重大障碍中的第一个。
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.
当玩家穿越地牢时,他们将遇到房间瓷砖。当绘制房间瓷砖时,玩家会画一张房间卡以找出他们在那个房间遇到的东西。有时房间会空的,其他时候他们会找到一个怪物。 DungeonQuest中的战斗使用了岩纸剪裁的样式方法,结果表显示了造成的伤害,而不是一击杀人。
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,玩家还可以陷入陷阱。就像无底的坑陷阱一样,如果玩家失败了,它会立即杀死该陷阱!或可以永久捕获玩家并死亡的旋转房间陷阱!或者,也许您会发现一扇秘密的门,但是秘密门是单程的,所以您可能最终被困在没有出路而死亡的情况下!感觉一个主题了吗?
The Real Treasure Was the Gold We Found Along the Way
真正的宝藏是我们沿途发现的黄金
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,假设您到达龙的ho积了,现在呢?您可以随机绘制2个宝藏令牌。它们通常在几百gp的范围内,但也许您会发现4500 GP令牌,这是超出其他代币财富的联盟!但是,当然,抢宝藏并不容易。毕竟,这是龙的ho积。当玩家抓住任何宝藏时,他们会从龙令牌堆中抽出来。这些令牌中有10个–9显示了昏昏欲睡的龙,其中1个显示了龙醒了。
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.
每当每个玩家绘制一个令牌时,它都会被丢弃,因此唤醒龙会随着时间而增加的几率。因此,不要成为ho积的最后一个球员。如果玩家绘制了醒目的龙令牌,他们会造成D12伤害并放弃所有宝藏。甚至骑士总共有17个健康状况。因此,考虑到他们在途中遭受的所有损害,这几乎可以肯定会杀死他们。
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,即使有了宝藏,玩家也必须逃脱地牢,然后才能获得胜利。随着黑暗的房间,火炬随机熄灭,Portcullis捕获了球员的进步,在太阳落山之前就脱颖而出并不是一件小事。但是,一旦太阳落山,任何幸存的球员(如果有的话)都会算出他们的宝藏,无论哪个球员都获得最多的宝藏!
Final Thoughts
最后的想法
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的人喜欢它,我明白为什么。这不是您要赢的游戏。这是您为故事玩的游戏。这是在第一版《地牢与龙》(Dungeon&Dragons)的时代发行的,当时它是球员与DM和“ Rocks Fall,每个人死亡”的时代,这是DM的可行戏剧。
DungeonQuest is not about who wins or loses, but who had the most gloriously entertaining death.
DungeonQuest并不是关于谁获胜或失败,而是谁拥有最光荣的死亡。
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